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               Question by 
               binaryplease · Apr 27, 2014 at 10:37 PM · 
                playerfpsrespawncamerasactivation  
              
 
              Respawn Player / enable new camera
Hi, I'm doing quill18's tutorial on multiplayer FPS and trying to implement a respawn. I made a PLayerHealth.cs script that looks like this:
 using UnityEngine;
 using System.Collections;
 
 public class Health : MonoBehaviour {
 
     public float hitPoints = 100f;
     float currentHitPoints;
     //float deathTime=0;
     //bool isDead= false;
 
 
 
 
        SpawnSpot[] spawnSpots;
  
  
     GameObject standbyCamera;
  
     public int spawnTime = 3;
 
     // Use this for initialization
     void Start () {
                spawnSpots = FindObjectsOfType<SpawnSpot>();
 
         currentHitPoints = hitPoints;
     }
 
 
     void Update(){
 
 
         if(Input.GetButton("Suicide")) {
             // Player wants to suicide.
             TakeDamage(hitPoints);
             
         }
 
 
 
     }
 
     [RPC]
     public void TakeDamage(float amt) {
         currentHitPoints -= amt;
 
         if(currentHitPoints <= 0) {
             Die();
         }
     }
 
     void Die() {
                 Debug.Log(gameObject.name + " died!");
                 Debug.Log(PhotonNetwork.player.name);
 
 
 
 
         
         if( GetComponent<PhotonView>().instantiationId==0 ) {
             Destroy(gameObject);
         }
         else {
             if( PhotonNetwork.isMasterClient ) {
                 PhotonNetwork.Destroy(gameObject);
 
             }
 
 
         }
 
 
 
     }
 
 
 
    void Respawn() {
        SpawnSpot mySpawnSpot = spawnSpots[Random.Range(0, spawnSpots.Length)];
  
        GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("PlayerController", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
  
        //((MonoBehaviour)myPlayerGO.GetComponent("FPSInputController")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent("MouseLook")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent("PlayerMovement")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent("PlayerShooting")).enabled = true;
        //((MonoBehaviour)myPlayerGO.GetComponent("CharacterMotor")).enabled = true;
        myPlayerGO.transform.FindChild("Main Camera").gameObject.camera.enabled = true;
     }
 
     
 
 }
 
               The player respawns and I can move it as expected ( I can see it in the Scene tab) but the camera is inactive (the Game tab is still grey).
What am i missing?
EDIT: If I activate the Camera manually in the Inspector it works perfectly.
EDIT2 nevermind, I solved it. It should have been
            myPlayerGO.transform.FindChild("Main Camera").gameObject.SetActive(true);
 
 
              
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