I am working on a 2D platformer and I am using cinemachine to follow my player.
When a player drops off a platform under -20 y, the player is destroyed and instantiated as a clone to the spawn point as expected, but the camera is not following, as the original player is destroyed: it says missing on the "Follow" Slot.
Is there any way to solve it? I prefer using Destroy and Instantiate as respawning instead of teleporting the original player to the respawn point.
This is the respawn script (GameMaster)
public class GameMaster : MonoBehaviour
{
public static GameMaster gm;
void Start()
{
if (gm == null)
{
gm = GameObject.FindGameObjectWithTag("GM").GetComponent<GameMaster>();
}
}
public Transform playerPrefab, spawnPoint;
public int spawnDelay = 2;
public void RespawnPlayer() {
//yield return new WaitForSeconds(spawnDelay);
Instantiate(playerPrefab, spawnPoint.position, spawnPoint.rotation);
Debug.Log("ADD SPAWN PARITCAL");
}
public static void Killplayer(Player player) {
Destroy(player.gameObject);
gm.RespawnPlayer();
}
}
here is the player script if it is needed
public class Player : MonoBehaviour
{
[System.Serializable]
public class PlayerStats
{
public int Health = 100;
}
public PlayerStats playerStats = new PlayerStats();
public int FallBoundary = -20;
void FixedUpdate()
{
if (transform.position.y <= FallBoundary)
{
DamagePlayer(1000);
}
}
public void DamagePlayer(int damage) {
playerStats.Health -= damage;
if (playerStats.Health<=0)
{
Debug.Log("Kill Player");
GameMaster.Killplayer(this);
}
}
}
You can cache the cinemachine inside your start method and then assign to follow the player at respawn.
Your code will become
using Cinemachine;
public class GameMaster : MonoBehaviour
{
public static GameMaster gm;
public CinemachineVirtualCamera myCinemachine;
void Start()
{
if (gm == null)
{
gm = GameObject.FindGameObjectWithTag("GM").GetComponent<GameMaster>();
}
myCinemachine = GetComponent<CinemachineVirtualCamera>();
}
public Transform playerPrefab, spawnPoint;
public int spawnDelay = 2;
public void RespawnPlayer() {
//yield return new WaitForSeconds(spawnDelay);
var newPlayer = Instantiate(playerPrefab, spawnPoint.position, spawnPoint.rotation);
Debug.Log("ADD SPAWN PARITCAL");
myCinemachine.m_Follow = newPlayer;
}
public static void Killplayer(Player player) {
Destroy(player.gameObject);
gm.RespawnPlayer();
}
}