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Question by basel23 · May 05, 2020 at 12:02 PM · respawnproblema

respawn problem

the first code for control the socond one for check point

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class plzbegood : MonoBehaviour
 {
     public float speed = 5f;
     public float jumpSpeed = 0f;
     private float movement = 0f;
     private Rigidbody2D rigidBody;
     public Transform groundCheckPoint;
     public float groundCheckRadius;
     public LayerMask groundLayer;
     private bool isTouchingGround;
     private Animator playeranimation;
     private bool facingRight;
     public Vector3 respawnPoint;
     
 
 
 
     // Start is called before the first frame update
     void Start()
     {
         rigidBody = GetComponent<Rigidbody2D>();
         playeranimation = GetComponent<Animator>();
 
 
     }
 
     // Update is called once per frame
     void Update()
     {
         isTouchingGround = Physics2D.OverlapCircle(groundCheckPoint.position, groundCheckRadius, groundLayer);
         movement = Input.GetAxis("Horizontal");
         if (movement > 0f)
         {
             rigidBody.velocity = new Vector2(movement * speed, rigidBody.velocity.y);
             transform.localScale = new Vector2(13.34f, 13.34f);
 
 
         }
         else if (movement < 0f)
         {
             rigidBody.velocity = new Vector2(movement * speed, rigidBody.velocity.y);
             transform.localScale = new Vector2(-13.34f, 13.34f);
         }
         else
         {
             rigidBody.velocity = new Vector2(0, rigidBody.velocity.y);
         }
         if (Input.GetButtonDown("Jump") && isTouchingGround)
         {
 
 
             rigidBody.velocity = new Vector2(rigidBody.velocity.x, jumpSpeed);
         }
 
 
         playeranimation.SetFloat("speed", Mathf.Abs(rigidBody.velocity.x));
         playeranimation.SetBool("OnGround", isTouchingGround);
 
 
     }
 
     void Onriggerenter2D(Collider2D other)
     {
        if(other.gameObject.tag == "FallDetector")
         {
             transform.position = respawnPoint;
         }
        if(other.tag == "checkpoint")
         {
             respawnPoint = other.transform.position;
         }
 
     }
   }

.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class checkpoint : MonoBehaviour
     {
     public Sprite purpleheart;
     public Sprite redheart;
     private SpriteRenderer checkpointSpriteRenderer;
     public bool checkpointReached;
 
     // Start is called before the first frame update
     void Start()
     {
         checkpointSpriteRenderer = GetComponent<SpriteRenderer>();
 
 
     }
 
     // Update is called once per frame
     void Update()
     {
 
     }
 
     void OnTriggerEnter2D(Collider2D other)
     {
         if (other.tag == "Player")
         {
             checkpointSpriteRenderer.sprite = redheart;
             checkpointReached = true;
         }
     }
 }
 
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Answer by chrisf112233 · May 06, 2020 at 04:35 AM

Line 66 on first code for control says "OnriggerEnter2D", missing the T, "OnTriggerEnter2D", is that the problem?

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avatar image Eh3an · May 06, 2020 at 04:46 AM 0
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I'll appreciate you (OnTriggerEnter2D), but basel23 didn't describe his issue completely!!

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