# Spawning multiple enemy types

**URL:** <https://forum.defold.com/t/spawning-multiple-enemy-types/7861>\
**Category:** Questions\
**Created:** [April 27, 2017, 3:46pm UTC](https://forum.defold.com/t/spawning-multiple-enemy-types/7861 "2017-04-27T15:46:46Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![andreas.strangequest](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/andreas.strangequest/32/3622_2.png) [@andreas.strangequest](https://forum.defold.com/u/andreas.strangequest)\
**Post date:** [April 27, 2017, 5:07pm UTC](https://forum.defold.com/t/spawning-multiple-enemy-types/7861/2 "2017-04-27T17:07:46Z")

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If you for reasons cannot bundle all images in one atlas (which is always preferrable if you can as you will possibly lower the amount of drawcalls ) you can either:

1. Do what you proposed and create a new gameobject, new factory etc. This is not so fun if you have the same logic in the scripts etc and just want to adjust properties in the script for different behaviour

2. Create several sprites (with different atlases) within a gameobject and disable/enable them as you are passing in a “type” go.property into the factory.

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