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My GameObject remains inGame but is destroyed in the editor (no GameObject on left side/in hierarchy)

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An enemy is spawned after trigger is activated, he then rushes towards the player and the camera focuses its gaze on it. After destroying everything works fine, except the **GameObject** (which is deleted in the editor) is still glitching around upon my player... Also, I'm getting a **Refrence error** although the camera stuff is working fine : NullReferenceException: Object reference not set to an instance of an object ForceGaze.SetCam () (at Assets/Scripts/ForceGaze.js:10) ForceGaze.Update () (at Assets/Scripts/ForceGaze.js:19) And here's my code where I guess something has to be wrong...any ideas? :) All done in **Javascript** btw. ForceGaze.js: var camLookAt : Transform; var cameraUsed : Camera; var Haunt : GameObject; function SetCam() { if(PlayerSpawnTrigger.spawning == true) { camLookAt.position = GameObject.FindWithTag("Haunt").transform.position; } } function Update() { SetCam(); if (GazeChecker.ForceGaze == true) { cameraUsed.transform.LookAt (camLookAt); } } HauntSpawner.js: var Player : Transform; var spawnSound: AudioClip; var MinSpawnPos : float = 5; var MaxSpawnPos : float = 25; var EnemyPrefab : GameObject; var MinEnemies : int = 1; var MaxEnemies : int = 1; var HowManyToSpawn : int = 1; static var functionActivated = false; function Update() { ///Spawn enemy on Trigger/// if(PlayerSpawnTrigger.spawning == true && functionActivated == false) { Spawn(); } } function Spawn() { var dist : float = Vector3.Distance(Player.position,transform.position); if(PlayerSpawnTrigger.spawning == true) { GetComponent.().PlayOneShot(spawnSound); var position: Vector3 = Vector3(Random.Range(MinSpawnPos, MaxSpawnPos), 3.2006, Random.Range(MinSpawnPos, MaxSpawnPos)); HowManyToSpawn = 1; for(var i = 0; i < HowManyToSpawn; i++) { HauntClone = Instantiate (EnemyPrefab,position,Quaternion.identity); HauntClone.tag = "Haunt"; } functionActivated = true; } } HauntMoving.js: var Player : Transform; var MoveSpeed = 4; var MinDist = 1; var MaxDist = 15; function Update() { ///Moves toward Player//// transform.LookAt (Player.position); var dist = Vector3.Distance(transform.position,Player.position); if(dist <= MaxDist) { transform.position += transform.forward * MoveSpeed*Time.deltaTime; } if(dist <= MinDist) { Destroy(GameObject.FindWithTag("Haunt")); PlayerSpawnTrigger.spawning = false; } if(PlayerSpawnTrigger.LeftTriggerZone == true) { Destroy(GameObject.FindWithTag("Haunt")); } } Thanks you for any help!

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