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Question by Raknill · Nov 12, 2015 at 04:30 PM · instantiatecollidercoroutinerespawn

Respawn Player Using a Coroutine

Hello there, I'm attempting to respawn my player character by detecting for a collision, and then running a coroutine that destroys the current player, and then instantiates a new player prefab at a public spawn point.

Problem is... (drumroll)... it doesn's work.

 public Transform spawnPoint;
 public GameObject currentPlayer;
 public GameObject newPlayer;
 
 
 
 
     
     void OnCollisionExit(Collider Ragdoll){
     {
         StartCoroutine(DieAndRespawn()); 
     }
 }
 
 IEnumerator DieAndRespawn() {
     Destroy(currentPlayer);
     yield return new WaitForSeconds(2.0f);
     Instantiate (newPlayer, spawnPoint.position, Quaternion.identity);
 }

I'm using a coroutine to add a few seconds before the player spawns. I've tried a number of options before landing on a coroutine, which seems like the best way to go. My intuition is telling me I'm missing something simple; any help is appreciated.

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avatar image Garazbolg · Nov 12, 2015 at 04:55 PM 0
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Could you be a little more specific, you're telling us it doesn't work but what does it do ? Does your player respawn instantly ? or do you lost the reference to your player ?

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