It seems a Tad unfair that we can shoot and the Enemy can’t (let’s change that).
Since I like Coroutine’s so much (and I’m sure you do to!!), I think this may be a good time to use one. I would like our enemy to fire 2 lasers every; lets say 2–4 seconds. First we will need to create the prefab of the two lasers; we can use the prefabs of the Player laser for this; I will call it DualEnemyLaser.
At the moment the Tag on the lasers is set to laser, we should add another Tag; let’s call it Enemy_Weapon (Weapon since I believe our enemies may have multiple by the end of the game). Then change the Tag of both lasers in our DualEnemyLaser prefab to this new Tag.

Now we need to write the code to use this prefab. To start we need to create a new script, let’s call it EnemyLaser. We can copy the code from the Player laser into this new script. We can adjust the speed of the laser to:

We will also need to adjust the direction the laser travels, and the value off the bottom of the screen where they will be destroyed:

Next, we need to figure out where the code should go to instantiate the DualEnemyLaser. This of coarse, should be located in the Enemy script. First we need to add a variable:

Save the script, jump back into Unity, drag and drop the DualEnemyLaser prefab into the newly created Enemy Laser field on the Enemy prefab. Next, we need to create a Coroutine to instantiate the DualEnemyLaser prefab:

Then we just need to add the below to the Start method of the Enemy script:

And, in order for these lasers to damage our player, we need to add an OnTriggerEnter method to the Update() method of our Player script:

Saving all our scripts, jumping back into Unity and running the game will give:
