Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by kariemhassan2009 · Feb 11 at 03:58 AM · photonmultiplayer-networkingupdate functionfallinghealth

cant make player die when he falls

so here is my code my problem is that the in the update method some the code that's written isn't working and also i checked if the player is below -16 when he falls and he is pls help

`/okay here it is` / / /it starts here

 using UnityEngine;
 using System.Collections;
 using Photon.Pun;
 using Photon.Realtime;
 
 public class Health : MonoBehaviourPunCallbacks, IPunObservable
 {
     public bool canDie = true;                            
     public int maxHealth = 100;            
     public int currentHealth = 100;    
 
     public Transform transform;
 
     public bool replaceWhenDead = false;        
     public GameObject deadReplacement;            
     public bool makeExplosion = false;            
     public GameObject explosion;                
 
     public bool isPlayer = false;                
     public GameObject deathCam;                    
 
     private bool dead = false;                    
 
     public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
     {
 
         if (stream.IsWriting)
         {
             stream.SendNext(currentHealth);
         }
         else if (stream.IsReading)
         {
             currentHealth = (int)stream.ReceiveNext();
         }
         
 
     }
 
 
         void Start()
       {
         // Initialize the currentHealth variable to the value specified by the user in startingHealth
         currentHealth = maxHealth;
     
       }
 
     void Update() 
     {
         if (transform.position.y <= -16) 
         {
          Die();
         }
     }
     
 
 
 
 
     public void ChangeHealth(int amount)
     {
         // Change the health by the amount specified in the amount variable
         currentHealth += amount;
 
         // If the health runs out, then Die.
         if (currentHealth <= 0 && !dead && canDie)
             Die();
 
         // Make sure that the health never exceeds the maximum health
         else if (currentHealth > maxHealth)
             currentHealth = maxHealth;
     }
 
     IEnumerator Respawn()
     {
         
         transform.Find("Pm").GetComponent<Camera> ().enabled = false;
         transform.position = new Vector3(-3, 1, 19);
         yield return new WaitForSeconds(4);
         transform.Find("Pm").GetComponent<Camera> ().enabled = true;
         currentHealth = maxHealth;
         dead = false;
 
     }
 
 
 
 
     public void Die()
     {
         
 
         // This GameObject is officially dead.  This is used to make sure the Die() function isn't called again
         dead = true;
 
         // Make death effects
         if (replaceWhenDead)
             Instantiate(deadReplacement, transform.position, transform.rotation);
         if (makeExplosion)
             Instantiate(explosion, transform.position, transform.rotation);
 
         if (isPlayer && deathCam != null)
             deathCam.SetActive(true);
 
         // Remove this GameObject from the scene
         if(currentHealth <= 0)
         {
             StartCoroutine(Respawn());
         }
             
         
     
     }
 }









Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image perf401 · Feb 11 at 02:07 PM 0
Share

Debug.Log transform.position.y, check if debug position equals to position. Maybe in Unity your player is child object of something and you are checking localposition instead.

Also if player's position is less than 16, then Die() method is going to be used each frame, since it's in Update, maybe im wrong since i didn't read all of your code carefully, but you probably should write !dead bool check in Update if statement.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

147 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

My Photon health script doesnt work 2 Answers

How to make the child of a spawned player gameobject to be private to the player using Photon Unity Networking implementing Multiplayer Game on Unity 1 Answer

Is it possible to select one scene out of given option and make it public for others to join ? 0 Answers

Syncing random player colors through PUN2 1 Answer

Which photon view settings a car game obtains smoothest game experience with ? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges