2 created from scratch (but mostly same components), and the 3rd was created as a duplicate of an existing enemy then modified and now has at least one different component.
They all have several of the same components but different models/settings etc.
I added all prefabs to Poolboss.
I have an in-scene prefab selector that gets the prefab based on it's enemy type, then spawns that prefab from PB.
The problem is 2 of the enemy types are spawned as the same prefab. Like PB is confused about which prefab to spawn.
I have since tried unpacking prefabs, creating original prefabs from those, re-linking everything in my prefab selector and in PB and it still treats 2 of my enemy prefabs as the same spawn.
I trace code and my prefab selector is correct showing me different prefabs based on enemy type, but PB still spawns the same prefab for 2 different prefab objects.
What needs to be different in prefabs to make sure PB will spawn the correct item?
Code is pretty simple, get desired prefab from GameDataManager, pass that to PB. LG_Enemy enemyPrefab = LG_GameDataManager.Instance.EnemyPrefabs.Where(x => x.enemyType == subwaveEnemyDefinition.enemyType).FirstOrDefault(); Transform spawnItem = PoolBoss.Spawn(enemyPrefab.transform, nextSpawnPoint.position, nextSpawnPoint.rotation, null); Stepping through the code above, enemyPrefab is the correct prefab, but spawnItem is the wrong object.