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Question by AiDev123 · Apr 08, 2020 at 07:36 PM · unity 5scripting problemnetworkingrespawnonline

My respawning script isn't working

My respawning script isn't working anymore, and I have no clue why. It mainly seemed to stop working when I added multiplayer. Now what happens when I die is it just deletes the player, and it doesn't restart. I'm using this in unity 5.6.

using UnityEngine; using System.Collections;

public class RestartScene : MonoBehaviour {

 bool restarting = false;
 EntityStats[] playersStats;


 void Start() {
     var players = GameObject.FindGameObjectsWithTag("Player");
     playersStats = new EntityStats[players.Length];
     for(int i = 0;i < players.Length;i ++) {
         playersStats[i] = players[i].GetComponent<EntityStats>();
     }
 }

 void Update() {
     if(restarting) return;
     foreach(var player in playersStats) {
         if(player.health <= 0) {
             restarting = true;
             StartCoroutine("RestartSceneC");
             break;
         }
     }
 }    

 IEnumerator RestartSceneC() {
     yield return new WaitForSeconds(5);
     Application.LoadLevel(1);
 }

}

Edit: I figured out my problem, but still need help fixing it. The script basically says "if player health=0 then restart the scene", but with multiplayer added a player isn't originally in the scene, it is spawned by hitting the "local host" button to start a game. No clue how to solve this

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