First duplicate the EnemySoldier prefab to create your new enemy Then duplicate the Soldier animation folder so we can set up the animations for the new enemy If you need to change one of the animations you can use one from the Simple Military assets folder, but duplicate it before using it. Assign the Animator to the enemy Open the Animator window and assign the correct animations to the relevant states If you want you can assign a different death animation to the enemy, as they are all shared across all humanoid models. Now we need to assign a new model to the enemy I re-scaled it to 0.5 for the purpose of the video, but you don’t need to do that if all your assets are from Simple Military Copy the Transform component from the old model to the new one so that they stand in the same spot Remove the elements of the old model, and then drag+drop the new model elements in their place. Now we want to check out the animations to see how the new enemy would look Now we need to change the weapon to a shotgun. Notice that nearly all elements are shared in all models of Simple Military In the shooting animation we need to assign the function ExecuteAttack() at the correct frame so that the enemy can shoot at you I also took the chance to change the collider for when the enemy is sitting down Assign the head part of the enemy Duplicate the enemy model we created so that we can make the dead version out of it Remove the unneeded parts which are ORSEnemy, Collider, and Rigidbody. Then assign the dead enemy to the enemy If you look at the first enemy you’ll see it has a Muzzle object which the bullets come out from Let’s do the same with the new enemy. Place the muzzle in the correct position and rotation (blue arrow pointing forward). You may need to set the correct animation pose to be able to align the muzzle correctly. Finally assign the muzzle object in the enemy component Assign the new enemy as a spawn in the correct waypoint so that it activates when the player reaches it. That’s it!