1 Answer
1You cannot use character controller and rigidbody together. If you are using a character controller than all the physics related activities are by default in that. Adding a rigidbody will conflict the calculations.
Remove the rigidbody and then try…
also, when i remove the character controller, the rigidbody still doesn't collide with anything.
– XxL1nkxXCan you post some code here of how you are detecting collision.. Because after removing rigidbody or charactercontroller everything seems ok..
– ImankitTake a look at the documentation https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html The second argument of StartCoroutine using a string will be passed to the actual coroutine method. Today, it's highly advised to use the following way to start a coroutine. StartCoroutine(Respawn(5f));

https://docs.unity3d.com/ScriptReference/GameObject.SetActive.html other.gameobject.setactive(false) setting active to false keeps the game object in the scene, but makes it almost gone, no render, or colliders, or anything like that, and variable's set in scripts like maybe HP for example stay the same, unlike gameobject.destroy, witch removes it from the scene completely.
– nightowl79a