For some reason when I'm in the normal view in-game I am able to link the scripts that I need to call in order to make an animation [like so](https://i.stack.imgur.com/yicYE.png)

however, whenever I start the game it automatically removes them from the slots, and it [doesn't work](https://i.stack.imgur.com/Cz7rT.png)

I am completely clueless as to why this may be happening and unity keep giving me [errors that say that I'm not setting an instance to my script](https://i.stack.imgur.com/zLG5u.png) I really have no clue why this may be happening.

I have 3 scripts that I'm working with that is giving me the problem
one is the main script for the enemy vision (I am referencing the other scripts in this one)
the second is the enemy animation script which makes him go from idle to attack and the third is an animation for the gun model since I had to make it follow the hands of the enemy

scripts attached bellow

1st script(enemyAI):

```
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyAi : MonoBehaviour
{

public bool detected;
GameObject target;
public Transform enemy;

public GameObject Bullet;
public Transform shootPoint;

public float shootSpeed = 10f;
public float timeToShoot = 1f;

public EnemyAni Animation;
public GunAni GunAnimation;

void Start()
{
    Animation = GetComponent<EnemyAni>();
    GunAnimation = GetComponent<GunAni>();
}

public void Update()
{
    //makes the enemy rotate on one axis
    Vector3 lookDir = target.transform.position - transform.position;

    lookDir.y = 0f;

    //makes enemy look at the players position
    if (detected)
    {
        enemy.LookAt(target.transform.position, Vector3.up);
        enemy.rotation = Quaternion.LookRotation(lookDir, Vector3.up);
    }

    if (detected == true)
    {
        Animation.LookPlayer = true;
        GunAnimation.ShootPlayer = true;
    }

    if (detected == false)
    {
        Animation.LookPlayer = false;
        GunAnimation.ShootPlayer = false;
    }
}

//detects the player
void OnTriggerEnter(Collider other)
{
    if (other.tag == "Player")
    {
        detected = true;
        target = other.gameObject;
    }
}

void OnTriggerExit(Collider other)
{
    if (other.tag == "Player")
    {
        detected = false;
    }
}
}

```

2nd Script (EnemyAnimation):

```
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyAni : MonoBehaviour
{

public Animator animator;

public bool LookPlayer;

public void Start()
{
    animator = GetComponent<Animator>();
}

public void Update()
{
    if (LookPlayer == true)
    {
       animator.SetBool("IsShootingStill", true);
    }
    else
    {
        animator.SetBool("IsShootingStill", false);
    }
}
}

```

3rd script (GunAnimation):

```
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class GunAni : MonoBehaviour
    {

        public Animator animator;

        public bool ShootPlayer;

        public void Start()
        {
            animator = GetComponent<Animator>();
        }

        public void Update()
        {
            if (ShootPlayer == true)
            {
                animator.SetBool("IsShooting", true);
            }
            else
            {
                animator.SetBool("IsShooting", false);
            }
        }
    }

```