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i was going through video after video, trying to find respawning script that restarted the whole scene and none of them worked until i tried this one, thanks for the good tutorial!
This guy gets a like a sub and a comment from me thank you so much its so simple and easy and how you explain everything afterwards is just so nice so truly thanks besides the fact that my enemy just disappers afterwards T.T
how do you do this with a checkpoint, I dont wanna make players anger of having to re-do entire levels from the beginning. So of course if they die before every finding 1st checkpoint restart from beginning, but if checkpoint found. Start game at that point.
I have one problem. I have an enemy respawn script that after enemy dies, he respawns from prefab to a random location. The problem is once i respawn and kill him, he doesnt respawn and the killcount doesnt register that i killed him.
You probably don't read comments on this video anymore but it's kinda slow at spawning like after my character touches the death object it takes about half a second. Do you have any ideas as to why?
@@Gyu-ep4kp Heres what i typed using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class KillPlayer : MonoBehaviour { public int Respawn; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { SceneManager.LoadScene(Respawn); } } }
i'm trying to make a hazard that can be bypassed if the player is in a certain state. how would you do this? say the player script has a boolean "invulnerable"