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Player Wont respawn At spawn Point Unity 3D

Discussion in 'Scripting' started by lewisilyas42, Jan 14, 2022.

  1. lewisilyas42

    lewisilyas42

    Joined:
    Aug 21, 2021
    Posts:
    11
    So My Player is not respawning at the checkpoint after death but everything else works fine the health goes back to 100 and the debug message "respawning" pops up in console I'm banging my head against the wall trying to figure out a solution

    Here's the code

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class IfHealthBarZero : MonoBehaviour
    6. {
    7.     public HealtBAR HealthBar;
    8.     public Target target;
    9.     public float healthN = 100;
    10.  
    11.     public Transform SpawnPoint;
    12.  
    13.  
    14.     // Start is called before the first frame update
    15.     void Start()
    16.     {
    17.         HealthBar.slider.value = healthN;
    18.     }
    19.  
    20.     // Update is called once per frame
    21.     void Update()
    22.     {
    23.         healthN = target.health;
    24.  
    25.         if (healthN <= 0)
    26.         {
    27.             Debug.Log("RespawnIng");
    28.             transform.position = SpawnPoint.position;
    29.             healthN = 100;
    30.         }
    31.     }
    32. }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,517
    Line 28 will move the GameObject that THIS script is located on back to Spawnpoint.position.

    Is that what you want? Or is there perhaps a player you are looking to put back there?

    Another thought is if something else is moving the player back to where he was.

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494