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0
Question by rxx1 · Feb 13, 2021 at 06:50 PM · 2dinstantiateplayerbuginvisible

Player invisible on respawn

NOTE: ignore black box, its for testing

Initial player: alt text

Instantiated player: alt text

using UnityEngine;

 public class DeathCheck : MonoBehaviour
 {
     public GameObject paintBall;
     public GameObject expEffect;    
     public AudioSource splatSound;
     public Transform shotPoint;
     public Transform spawnPoint;
     public float ExpDeviation;
     public float cooldown;
     float cooldownTime;
 
     private void Start()
     {        
         gameObject.name = "Player";
         cooldownTime = Time.time + cooldown;
     }
     // Update is called once per frame
     void Update()
     {
         Debug.Log("Time: " + Time.time);
         Debug.Log("CooldownTime: " + cooldownTime);
 
         if (Time.time > cooldownTime)
         {
             if (Input.GetButton("Fire1"))            
                 Death();            
         }        
         
     }
 
     void OnCollisionEnter2D(Collision2D collision)
     {
         if (Time.time > cooldownTime)
         {
             if (collision.gameObject.tag == "Deadly")
                 Death();
         }
     }
 
     void Death()
     {        
         Respawn();
         Destroy(gameObject);
         Debug.Log("Boom!");
         splatSound.Play();
 
 
         float rotZ, dev;
         //Creates 20 balls with random rotations
         for (int i = 0; i < 20; i++)
         {            
             rotZ = i * 18 + Random.Range(-ExpDeviation / 2, ExpDeviation / 2);
             transform.rotation = Quaternion.Euler(0f, 0f, rotZ);
             Instantiate(paintBall, shotPoint.position, transform.rotation);
         }
 
         //Explotion Effect
         Instantiate(expEffect, shotPoint.position, transform.rotation);
         
                
     }
     
     void Respawn()
     {
         GameObject newPlayer = Instantiate(gameObject, spawnPoint.position, Quaternion.identity);        
     }
 }


screenshot-2021-02-12-163006.png (93.4 kB)
screenshot-2021-02-12-162802.png (79.2 kB)
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avatar image Megaboy238 · Feb 14, 2021 at 10:25 AM 0
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I think your respawning then destroying it. In void Death() move Respawn() to after splatSound.Play();

  void Death()
      {        
          Destroy(gameObject);
          Debug.Log("Boom!");
          splatSound.Play();
 
          Respawn();
 

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Answer by rxx1 · Feb 14, 2021 at 04:46 PM

I found the problem, my spawn point was on a different z position then my player, causing it to become invisible

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Answer by highpockets · Feb 14, 2021 at 09:36 AM

I would think that a decent way to do this would be to just reposition the object instead of Destroy and Instantiate it. Though if you want to destroy/instantiate it, make the player object a prefab and instantiate that prefab and not the working instance.


 [SerializeField] private GameObject player;
 
 Respawn()
 {
     Instantiate(player);
 }

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