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Player instantiates TWICE after killed by two enemies simultaneously.

I'm following along with Brackey's "How to make a 2D game " series, and am now up to his wave spawner videos. Everything has been working fine so far, but now I'm running into an issue where I sometimes get two players spawning. I think it's happening if I am killed by two enemies simultaneously, so the _RespawnPlayer() method is being called twice. 

The players both move around and shoot together, but can fall off the platforms separately. It's not exactly what I had intended so I'd love to hear if anyone has a fix for this!


  • dommypdommyp Member

    Here's my GameMaster script:

    using System.Collections;

    using System.Collections.Generic;

    using UnityEngine;

    public class GameMaster : MonoBehaviour



      public static GameMaster gm;

      public CameraShake camShake; //reference to the camera shake

      public float spawnCamShakeAmount = 0.05f;

      public float spawnCamShakeDuration = 0.1f;

      void Awake()


        if (gm == null)


          gm = this; //so we have a static variable called "gm" and we set it equal to this instance of the game master class if it's not already set 



      void Start()


        camShake =<CameraShake>();

        if (camShake == null)


          Debug.LogError("No CameraShake script found on GM object.");



      //variable containing reference to player Prefab

      public GameObject playerPrefab;

      //variable containing reference to spawn point

      public Transform spawnPoint;

      //create an integer containing seconds to delay before respawning

      public float spawnDelay = 2f;

      //variable containing reference to particle spawn prefab

      public GameObject spawnPrefab; //don't need to use Transform if we're not going to access the Transform component (such as Transform.position), which we're not in this case


                //underscore to signify that this is a LOCAL method, not a STATIC method

      public IEnumerator _RespawnPlayer() //IEnumerator is a "coroutine" which allows the function to be delayed before being called (in the "yield return new" line below



        //play the respawn audio clip which has been dragged onto the _GM 


        yield return new WaitForSeconds(spawnDelay); //waits for the given number of seconds (determined by the spawnDelay variable) before respawning

        Instantiate(playerPrefab, spawnPoint.position, spawnPoint.rotation); //instantiate player

        camShake.Shake(spawnCamShakeAmount, spawnCamShakeDuration); 

        GameObject clone = Instantiate(spawnPrefab, spawnPoint.position, spawnPoint.rotation);

        Destroy(clone, 3f); //this destroys the instantiated particles (which we've called "clone", which is standard practice for a briefly instantiated game object) after 3s


      public static void KillPlayer(Player player) //function which accesses the Player class (which we made in the Player script), and we're calling the player "player"



        gm.StartCoroutine(gm._RespawnPlayer()); //calls the RespawnPlayer method defined above


      public static void KillEnemy(Enemy enemy)


        gm._KillEnemy(enemy); //call the _KillEnemy method we created below


      public void _KillEnemy(Enemy _enemy) //underscore to signify that this is a LOCAL method, not a STATIC method


        //initiate enemy death particles, at the enemy position, with no additional rotation

        GameObject _clone = Instantiate(_enemy.deathParticles, _enemy.transform.position, Quaternion.identity) as GameObject;

        //destroy the enemy death particles after 5 seconds

        Destroy(_clone, 5f);

        camShake.Shake(_enemy.enemyCamShakeAmount, _enemy.enemyCamShakeDuration);




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