> For the complete documentation index, see [llms.txt](https://denvzla-estudio.gitbook.io/infinite-runner-engine-3d/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://denvzla-estudio.gitbook.io/infinite-runner-engine-3d/game-scene/enemy-follower.md).

# Enemy Follower

The follower remains a separate **D3EnemyController** setup, not a Character Creator output. Open the gameplay root's **Enemy Follower** section and inspect the assigned enemy prefab and references in that context.

Retain its Rigidbody, collider and Animator setup. Fit the collider to your own compatible visual content and preserve the required tag/layer and hierarchy relationships from the functional example. Do not assume that adding one script to an arbitrary FBX creates a complete enemy. Distance/collision-response controls determine the pursuit; test the configured values instead of treating a fixed number of hits as universal.

For custom animation, use your own compatible copy of the existing **PlayerEnemy** controller and preserve runtime state/parameter names. See [Change Animations](https://denvzla-estudio.gitbook.io/infinite-runner-engine-3d/game-scene/enemy-follower/change-animations). Test pursuit and collisions in an isolated scene copy. No new enemy-creation or rig-conversion tool is introduced in Update 12.0.
