Custom Rig Won't Respawn When Dying to Void

  1. What do you want to achieve? Keep it simple and clear!

I’ve made a custom StarterCharacter. When it falls into the void, I want it to respawn like a normal rig.

  1. What is the issue? Include screenshots / videos if possible!

When the character does fall into the void, its parts disappear but nothing else happens. I can move my camera, but I can’t reset my character

  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?

I looked for similar posts on the Devforum. They told me to make sure my rig’s RequiresNeck property was set to true, and that it had a Head and a HumanoidRootPart. All of these I made sure of. I also checked for any scripts that messed with the properties and I’ve found none

My StarterCharacter
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(If possible, I want to solve this without using scripts.)

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I’m not sure but my old response might help:

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im gonna blame it on humanoids being janky; the script to solve it wouldn’t be too complicated.
it would be a server script with something like

-- TODO: Player Added event (for a `CharacterAdded`)
-- TODO: Include the below logic in a `CharacterAdded` event (or PropertyChanged"Character")
Character:GetPropertyChangedSignal("Parent"):Connect(function()
	if Character.Parent then return; end
	-- The character's parent from this point on is assumed to be "nil" (character was removed/fell out of the world)
	-- TODO: Respawn Character (`Player:LoadCharacter()` ?)
end

im also not immediately sure if the connection gets garbage collected so look out for that gotcha

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use player:LoadCharacter after the players dies

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Do you have a script that respawns the custom rig? Or are you using robloxs default silly stuff?
If so whats the script look like?

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Thanks for the help everyone, but I found a solution!
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My rig has a neck part, and I rigged the torso to the neck. But for roblox to recognize a character, the Torso needs to be rigged to the Head. I just simply renamed the Neck to “Head” and the previous head to something else.

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