Handling character reset with round based games

I am wondering if it would be unwise to not reset or destroy and re-spawn the character after each round of a game? The reason why I’m not doing the following is due to me wanting to transition from the end of a round to the lobby (with some UI such as a fading frame); while if I destroy and re-spawn the character I get undesired breaks in the transition with no UI present due to PlayerGui descendants and Backpack scripts reseting.

I understand there would be downsides to just teleporting players back to the lobby; such as having local scripts still running which functioned for some sort of game mechanic during the round, therefore id’e have to rely on remote events to shutdown those client-side scripts, and I believe this sort of method could get very messy very fast when there are multiple client side scripts to shutdown.

If you have a notion on what would be a best practice I would love to hear, thanks.

I just have a playing and a spectating team. I change their team, then use :LoadCharacter() so they start at a playing spawn.

I imagine the neatest solution to your issue with breaks in the (UI?) transition would be to untick ResetOnSpawn in the relevant ScreenGui.

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Oh, did he mean resetting the GUI? If so, yes just disable ResetOnSpawn.

It is situational and depends on what local scripts you have running. There’s no reason to do one or the other besides what you have in your game and personal preference.

Awesome, I didn’t know of this property.