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Question How to kill, and respawn Player?

Discussion in 'Scripting' started by TokyoDustOff_, Jul 2, 2022.

  1. TokyoDustOff_

    TokyoDustOff_

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    Dec 12, 2021
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    i've watched a lot of tutorials, but none of them fully worked for me, one worked but disabled all components and i couldn't get to fix it.

    now since i'm using a tilemap collider 2D, i wonder if there's any differences, but if yes:
    How to kill, and respawn the Player?
     
  2. Kurt-Dekker

    Kurt-Dekker

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    38,689
    And you think that a few characters typed in a text box here will work?? I doubt it.

    I'm guessing you just didn't do the tutorials properly. Don't worry, it's a common mistake.

    We know tutorials work, so here is how you can benefit from them as well:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!

    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors...

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  3. TokyoDustOff_

    TokyoDustOff_

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    yeah i exactly followed everything, i fixed every error i had and everything, but for some reason didn't succeed, or at least fully succeded, thank you tho for helping me for the second time ! :D
     
  4. venom789

    venom789

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    There are as many ways to kill and respawn your player as your imagination. Once you know exactly what you want, you use programming to bring your idea to life. The problem is that if you don't know how to program, you will always be dependent on someone else. You'll have to make a lot of compromises and you won't be able to do exactly what you want, and in the end your game won't be exactly the way you wanted.

    I advise you first to learn to program before learning to create a game. There are many tutorials on unity learn.

    The only hotkey you can take at the start is the character controller. but for the rest, you will progress faster if you write the entire code yourself. You choose a very simple game style, and you try to create a finished game, at the end you will have learned a lot and you can start other projects more easily;)
     
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  5. TokyoDustOff_

    TokyoDustOff_

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    yes i'm doing a really simple platformer game, and in fact, the death, respawn + checkpoint system is the only thing left for me to finish my game actually! but thanks :D
     
  6. venom789

    venom789

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    The variables :
    A bool to create a dead or not dead state.
    bool dead = false.
    A vector to give a location.
    Here I would say vector 2 since you must be in 2D.
    Vector2 respawnPos;

    After some condition that says IF dead = true, my player transform.position = respawnPos
    and you change the position of your respawnPos each time you enter a control zone.
    example with OnTriggerEnter,OnTriggerEnter2D,

    if your player collides with your control point, respawnPos = at the position of the control point ....

    In short, something like this.

    After you have the UI, the pints of life... you integrate everything and your games and finish.
     
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  7. venom789

    venom789

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    for the checkpoint don't take your mind, a simple object with a collider trigger, you TAG your "checkpoint" object, and in your script you say if your player collides with your triger, the respanw position of your player = a the position of the checkpoint. END
     
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  8. TokyoDustOff_

    TokyoDustOff_

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    Thank you very very much ! :D
     
  9. venom789

    venom789

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    Don't think I'm super strong in programming, I'm starting too ^^, but I was tired of not being able to do what I want, what you ask is really very simple, with some variables, conditions and trigger . Normally I just told you how to do it a little higher.
    Let's imagine that you are a life point system, you just have to meter in it if lifePoint ==0
    dead=true;
    so when your player reaches 0 life points he goes into a dead state.
    Afterwards, it's up to you to choose what happens when your bool dead = true
    Example you can say: if (dead== true) {myUiGameOver.gameObject.SetActive(true);
    }
    which will activate your myUiGameOver object.
    that you will have created via the variable: public GameObject myUiGameOver;

    as well as respawnPos=checkpoint....

    In your Ui you create an affiliate button has a function that says your player's position = respawnPos
    you create a restart of your game with SceneManager.LoadScene(SceneManager.GetActiveScene().name);

    and you set the persistent data to static.
     
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