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Question by mamoon1234 · Jul 22, 2020 at 04:03 PM · camera-movement

Probelm with cinemachine statedrivencamers

Basically after the player dies and respawns by getting instantiated the statedrivencamers(idle,jump,run) stop transitioning between each other and keep gettiing stuck on idle cam which is the first one does anyone know the solution? This is my code from two scripts (playerstatus, gamemanager)


GAMEMANAGER SCRIPT:

 public class GameManager : MonoBehaviour
 {
     //Vars------------------------------------------------------------------------------------------------------------
     [Header("References")]
     [SerializeField] private Transform respawnPoint = default;
     [SerializeField] private GameObject player = default;
 
     //Private Reference Vars
     private Animator anim;
     private CinemachineStateDrivenCamera CSC;
     private CinemachineVirtualCamera CVC1;
     private CinemachineVirtualCamera CVC2;
     private CinemachineVirtualCamera CVC3;
     
     [Header("Respawn Vars")]
     [SerializeField] private float respawnTime = default;
 
     //Private Respawn Vars
     private float respawnTimeStart;
     private bool respawn;
     //Vars------------------------------------------------------------------------------------------------------------
 
     //Start And Update------------------------------------------------------------------------------------------------
     private void Start()
     {
         anim = GameObject.Find("Player").GetComponent<Animator>();
         CSC = GameObject.Find("State Camera").GetComponent<CinemachineStateDrivenCamera>();
         CVC1 = GameObject.Find("Cam_State_Idle").GetComponent<CinemachineVirtualCamera>();
         CVC2 = GameObject.Find("Cam_State_Jump").GetComponent<CinemachineVirtualCamera>();
         CVC3 = GameObject.Find("Cam_State_Run").GetComponent<CinemachineVirtualCamera>();
     }
 
     private void Update()
     {
         CheckRespawn();
 
         //Freeze
         if (pendingFreezeDuration != 0 && !isFrozen)
         {
             StartCoroutine(DoFreeze());
         }
     }
     //Start And Update------------------------------------------------------------------------------------------------
 
     //Respawn---------------------------------------------------------------------------------------------------------
     public void Respawn()
     {
         respawnTimeStart = Time.time;
         respawn = true;
     }
 
     private void CheckRespawn()
     {
         if((Time.time >= respawnTimeStart + respawnTime) && respawn)
         {
             var playerTemp = Instantiate(player, respawnPoint);
             CSC.m_AnimatedTarget = anim;
             CVC1.m_Follow = playerTemp.transform;
             CVC2.m_Follow = playerTemp.transform;
             CVC3.m_Follow = playerTemp.transform;
             respawn = false;
         }
     }
     //Respawn---------------------------------------------------------------------------------------------------------
 }



PLAYERSTATUS SCRIPT:

 public class PlayerStatus : MonoBehaviour
 {
     //Vars------------------------------------------------------------------------------------------------------------
     [Header("References")]
     [SerializeField] private GameObject deathBloodpartical = default;
 
     //Private Reference Vars
     private GameManager GM;
 
     [Header("Stats")]
     [SerializeField] private float maxHealth = default;
 
     //private Stats Vars
     private float currentHealth;
     //Vars------------------------------------------------------------------------------------------------------------
 
     //Start-----------------------------------------------------------------------------------------------------------
     private void Start()
     {
         currentHealth = maxHealth;
         GM = GameObject.Find("Game Manager").GetComponent<GameManager>();
     }
     //Start-----------------------------------------------------------------------------------------------------------
 
     //Other-----------------------------------------------------------------------------------------------------------
     public void DecreaseHealth(float amount)
     {
         currentHealth -= amount;
 
         if(currentHealth <= 0.0f)
         {
             Die();
         }
     }
 
     private void Die()
     {
         Instantiate(deathBloodpartical, transform.position, deathBloodpartical.transform.rotation);
         GM.Respawn();
         Destroy(gameObject);
     }
     //Other-----------------------------------------------------------------------------------------------------------
 }


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