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Question by DissonanceMask · Sep 28, 2019 at 07:59 PM · gameobjectinstantiateprefabdestroystartcoroutine

PlayerRespawn class wont Instantiate the player prefab

Specifically, when the player Die()'s, the public int lives is subtracted through live--. The part of player script is:

 [SerializeField] PlayerRespawn playerRespawner;
 
     private void OnTriggerEnter2D(Collider2D enemy)
     {        
          DamageDealer damageDealer = enemy.gameObject.GetComponent<DamageDealer>();
         if (!damageDealer) { return; }
          ProcessHit(damageDealer);        
     }
 
     private void ProcessHit(DamageDealer damageDealer)
     {
         health -= damageDealer.GetDamage();
         damageDealer.Hit();
         if (health <= 0)
         {
             Die();
         }
     }
 
     private void Die()
     {
         Destroy(gameObject);
         AudioSource.PlayClipAtPoint
             (deathSound, 
             Camera.main.transform.position, 
             deathSoundVolume);
 
         if (playerRespawner.lives > 0)
         {
              StartCoroutine(playerRespawner.RespawnPlayer());
         }
         playerRespawner.lives--;        
     }

Now, for the PlayerRespawn Class,

 {
     [SerializeField] SceneLoader sceneLoader;
     [SerializeField] GameObject playerPrefab;
     public int lives;
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         if(lives <= 0)
         {
             StartCoroutine(GameOver());
         }        
     }
 
     public IEnumerator RespawnPlayer()
     {
         yield return new WaitForSeconds(2);
 
         GameObject player = Instantiate(playerPrefab, transform.position, Quaternion.identity) as GameObject;
     }
 
     public IEnumerator GameOver()
     {
         yield return new WaitForSeconds(3);
         sceneLoader.GetComponent<SceneLoader>().LoadNextScene();
 
     }
 }

I tried manually assigning the prefab/gameObjects to the serialized fields, but the Coroutine just wont start.

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Answer by cemcakirca54 · Sep 28, 2019 at 10:07 PM

Die function is destroying your gameObject which has player script, so you can't start coroutine. Use destroy function after start coroutine and don't use Camera.main if you can. I don't know your player completely but you can also try respawn without using Instantiate. Set player transform to respawn transform. Edit: Don't use update in PlayerRespawn class, you can check with Die function.

   private void Die()
      {
          AudioSource.PlayClipAtPoint
              (deathSound, 
              Camera.main.transform.position, 
              deathSoundVolume);
  
          playerRespawner.lives--;  

          if (playerRespawner.lives > 0)
               StartCoroutine(playerRespawner.RespawnPlayer());
  
          Destroy(gameObject);      
      }

PlayerRespawn Class

 public IEnumerator RespawnPlayer()
      {
          yield return new WaitForSeconds(2);
 
          if(lives <= 0)
          {
              StartCoroutine(GameOver());
              yield break;
          }      
 
          GameObject player = Instantiate(playerPrefab, transform.position, Quaternion.identity) as GameObject;
      }

Or you can create function in your PlayerRespawn class for check player lives.

  private void Die()
      {
          AudioSource.PlayClipAtPoint
              (deathSound, 
              Camera.main.transform.position, 
              deathSoundVolume);
  
          playerRespawner.Die();
 
          Destroy(gameObject);
      }

PlayerRespawn Class

 [SerializeField] SceneLoader sceneLoader;
  [SerializeField] GameObject playerPrefab;
  [SerializeField] private int lives;
  
  public void Die()
  {
        lives--;
        if(lives == 0)
            StartCoroutine(GameOver());
        else
            StartCoroutine(RespawnPlayer());
  }
  
   IEnumerator RespawnPlayer()
       {
           yield return new WaitForSeconds(2);
   
           GameObject player = Instantiate(playerPrefab, transform.position, Quaternion.identity) 
 as GameObject;
       }

   IEnumerator GameOver() { 
           yield return new WaitForSeconds(3); 
           sceneLoader.GetComponent().LoadNextScene();
 
       }
 


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