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I'm receiving an error saying that "Specified cast is not valid (wrapper castclass)".

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I'm not sure as to why this happened however I'm pretty sure it has something to do with the "Respawn" Coroutine as I receive the error whenever this enemy sprite/ gameobject does respawn. Additionally, the "respawned" enemy sprite does not have its components set as active if someone could help with that as well. using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyMovement : MonoBehaviour { [Header("Health")] [Header("Movement")] [Header("Attack")] [SerializeField] private float attackDamage = 10f; [SerializeField] private float attackSpeed = 0.5f; [SerializeField] private float maxHealth; [SerializeField] private Transform respawnPoint; public float speed = 3f; public Transform trans; private float canAttack; private Transform target; private float health; public GameObject enemyObj; Vector3 enemyPosition = new Vector3 (7.71339989f, -3.26340008f, 0f); private void Start() { health = maxHealth; } public void TakeDamage(float dmg) { health -= dmg; Debug.Log("Enemy Health: " + health); if (health <= 0) { speed = speed * 2f; Destroy(gameObject); StartCoroutine(Respawn()); } } private void Update() { if (target != null) { float step = speed * Time.deltaTime; transform.position = Vector2.MoveTowards(transform.position, target.position, step); } } private void OnCollisionStay2D(Collision2D other) { if (other.gameObject.tag == "Player") { if(attackSpeed <= canAttack) { other.gameObject.GetComponent().UpdateHealth(-attackDamage); canAttack = 0f; } else { canAttack += Time.deltaTime; } } } private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player") { target = other.transform; } } IEnumerator Respawn() { enemyObj = (GameObject)Instantiate (enemyObj, enemyPosition, Quaternion.identity); yield return null; } }

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