Someone might be able to better answer this, but you may need to set Camera.CameraSubject to the new humanoid. You would want to do this in a LocalScript.
Did you try to set the humanoid health to 0 and not literally destroy the player from workspace? You could also use CharacterAdded to get the character of player.
The camera will automatically assume on the new character if you set a new character.
The real issue is that the character loading is in completely wrong order. Therefore the character loaded in the new respawn is wrong. Also try disabling CharacterAutoLoads in Players first to see if this issue also encountered in the first spawn.
@ArticGamerTV This does not solve the issue, intended custom character as in the title and it is apparently a custom character loading logic.
Exactly logic is not in correct order that’s why it might load in correct order if we don’t literally destroy the player from workspace but we literally do create a new player with new humanoid and then reconstruct the character with the custom one.
What is set_appearance anyways? It’s a function, but it does not clarify its functionality.
There are a few solutions:
A - Cosmetics only: Help with loading custom characters B - Parent the character last and change the properties prior to setting character to player.
On the other hand, if someone spams the button while respawning, you may experience that the player(s) loading their character repeatedly, thus it is one unsecure remote.
The Animate property has to be an script inside of this custom character that’s why it’s disabling it to false. Maybe he is not using the correct animate script for correct character type?
@Sunx_x Do you get any error in output? Edit: Got Humanoid to work with this animate script:
Replace the Animate script with this one and try again.
I used a bindable event, since my game has round system. It fires the event and the player spawns. (the camera fixes themself, the animate are moved to startergui.)