Hey 
I’m currently working on a 3D game and I have been trying for hours to make a mechanic. So I have my 3D Player character and I also bought a 3D monster from the asset store. My goal is if the player press a button for example button T it will instantly morph/transform to the model that I bought. It should keep the original player’s components and script and the player’s main camera. Also the player should be able transform back to its original form with the same button but with a 5 sec cooldown. I tried ChatGPT to solve it but that made it even better. I didn’t find a YouTube video about it neither a plugin or something on asset store. I would appreciate if anyone could help me with this. 
Steps to success:
- have a player character
- have a monster character
- only have one active, the other inactive
- detect T being pressed and turn one off and the other back on
If any of the above sounds remotely unfamiliar, nothing we type in this tiny little text box will help you.
Instead, start with tutorials for the different parts.
Two steps to tutorials and / or example code:
- do them perfectly, to the letter (zero typos, including punctuation and capitalization)
- stop and understand each step to understand what is going on.
If you go past anything that you don’t understand, then you’re just mimicking what you saw without actually learning, essentially wasting your own time. It’s only two steps. Don’t skip either step.
Imphenzia: How Did I Learn To Make Games:
I already tried that. 80% of my game is working. It’s a multiplayer running with PUN. 10 players can join, proximity voice chat is working. I also made a website where streamer can generate a voter code so the viewers can vote on someone from the lobby and then vote on a punishment (jumpscare for example because it’s a horror game). But I’m so frustrated that I can’t do the easiest part
maybe it’s because I haven’t slept much in the last few days just developing the game nonstop. It’s 3 AM so I’m going to sleep and maybe with a fresh mind I’ll figure it out. 