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Question by justacecornelder15 · Feb 23, 2020 at 10:29 PM · 2dsprite

Player Sprite dosen't change on scene load but Projectile dose

i have made a "Space Invader" game and I have figured out a way to make a player selector but there is a problem when I build the game and play it on my mobile and try and use the player selector the player sprite stays default to the prefab and the projectile's sprite changes and they are both referenced the same way

here's the code for the player selector:

 using System;
 using UnityEngine;
 
 public class playerSelector : MonoBehaviour
 {
     [Header("Unlock Stuff")]
     public GameObject Text;
     public GameObject QuestionMark;
     public GameObject RedDemon;
     public GameObject GreenDemon;
     //public GameObject Thridone;
     //public GameObject Lastone;
 
     [Header("Demons")]
     [SerializeField] SpriteRenderer playerRender;
     public SpriteRenderer tailRender;
 
     [Header("Tails")]
     public Sprite RedDemonTail;
     public Sprite GreenDemonTail;
 
    
 
     private Vector3 CharacterPoistion;
     private int charcterInt = 1;
     private SpriteRenderer QuestionMarkRender, RedDemonRender, GreenDemonRender, ThridRender; // LastRender;
 
 
 
     GameSession game;
     Sceneloader scene;
 
 
     private void Awake()
     {
         game = FindObjectOfType<GameSession>();
         scene = FindObjectOfType<Sceneloader>();
 
         //for when the player dosent have the right score
         QuestionMarkRender = QuestionMark.GetComponent<SpriteRenderer>();
 
 
         //Getting position of the on screen position    
         CharacterPoistion = RedDemon.transform.position;
 
         //Getting the sprite render of each sprite
         RedDemonRender = RedDemon.GetComponent<SpriteRenderer>();
         GreenDemonRender = GreenDemon.GetComponent<SpriteRenderer>();
         //ThridRender = Thridone.GetComponent<SpriteRenderer>();
         //LastRender = Lastone.GetComponent<SpriteRenderer>();
 
 
         //Getting the transform of each Object
         RedDemon.transform.position = CharacterPoistion;
         GreenDemon.transform.position = CharacterPoistion;
         //Thridone.transform.position = CharacterPoistion;
         //Lastone.transform.position = CharacterPoistion;
 
         //For when the game starts that the demon always starts red
         playerRender.sprite = RedDemonRender.sprite;
         tailRender.sprite = RedDemonTail;
 
     }
 
 
     public void NextPlayer()
     {
         switch (charcterInt)
         {
             case 1:
                 if(game.highscore == 999 )
                 {
                     RedDemonRender.enabled = false;
                     QuestionMarkRender.enabled = true;
                     Text.SetActive(true);
                     playerRender.sprite = RedDemonRender.sprite;
                     tailRender.sprite = RedDemonTail;
                 }
                 else
                 {
                     playerRender.sprite = GreenDemonRender.sprite;
                     tailRender.sprite = GreenDemonTail;
                     RedDemonRender.enabled = false;
                     GreenDemonRender.enabled = true;
                     charcterInt++;
 
                 }
                 break;
             /*case 2:
                 GreenDemonRender.enabled = false;
                 ThridRender.enabled = true;
                 charcterInt++;
                 Debug.Log(charcterInt.ToString());
                 break;
             case 3:
                 ThridRender.enabled = false;
                 LastRender.enabled = true;
                 charcterInt++;
                 Debug.Log(charcterInt.ToString());
                 break;
             case 4:
                 LastRender.enabled = false;
                 FirstDemonRender.enabled = true;
                 charcterInt = 4;
                 Debug.Log(charcterInt.ToString());
                 RestInt();
                 break;
             default:
                 RestInt();
                 break;
                 */
 
         }
     }
 
     public void LastPlayer()
     {
         switch (charcterInt)
         {
             
             case 2:
                 scene.ChosenSprite = "Red";
                 RedDemonRender.enabled = true;
                 GreenDemonRender.enabled = false;
                 playerRender.sprite = RedDemonRender.sprite;
                 tailRender.sprite = RedDemonTail;
                 charcterInt--;
                 break;    
             /*case 3:
                 scene.ChosenSprite = "Red";
                 charcterInt--;
                
                 break;
             case 3:
                 
                 ThridRender.enabled = true;
                 LastRender.enabled = false;
                 charcterInt--;
                
                 break;
             case 4:
                 
                 LastRender.enabled = true;
                 FirstDemonRender.enabled = false;
                 charcterInt--;
                
                 break;
                 
             default:
                 RestInt();
                 break;
                 */
         }
 
     }
 
 
 }
   
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