Hello!
I made my own checkpoint system for my difficulty chart obby, and I run into an issue.
Whenever a new player joins, the other characters in-game don’t seem to show up for that specific client (they’re just floating above the 0,0,0)
It’s only occuring at the first CharacterAdded
event, just as the PlayerAdded
event gets fired.
What the first player that joins sees:
What the second+ player that joins sees:
For the player that joined after the first player joined (second+), the only thing that could fix this issue is to LoadCharacter
characters that they don’t see, however that would break the gameplay, and it would be just annoying.
My ServerScript looks something like this, I don’t want to provide the full snippet but you get the point (but if you really need it then let me know):
local function Respawn(humanoidrootpart)
humanoidrootpart.Position = checkpoint.Position + Vector3.new(0,3,0);
end
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
wait();
Respawn(char.HumanoidRootPart);
end)
end)
Basically I listen for CharacterAdded, and then after a quick wait i teleport hrp to the checkpoint.
Maybe it’s because I’m using Position
for that?..
I have no idea why is that happening, but if someone could help me then it would be great!
Before you ask: Yes I have turned on FilteringEnabled.
Have a nice day!