Respawn Infinite Jump Unity 2D

Ok so I had the is ground set to everything except the player, but whenever I die, that gets reset. I think it might be a problem with the Respawn script. I’m a real newb at scripting C# so yeah.
The script for respawn is:

using UnityEngine;
using System.Collections;

public class GameMaster : MonoBehaviour {

public static GameMaster gm;

void Start () {
if (gm == null) {
gm = GameObject.FindGameObjectWithTag (“GM”).GetComponent();
}
}

public Transform playerPrefab;
public Transform spawnPoint;
public int spawnDelay = 2;

public IEnumerator RespawnPlayer () {
Debug.Log (“TODO: Add waiting for spawn sound”);
yield return new WaitForSeconds (spawnDelay);

Instantiate (playerPrefab, spawnPoint.position, spawnPoint.rotation);
Debug.Log (“TODO: Add Spawn Particles”);
}

public static void KillPlayer (Player player) {
Destroy (player.gameObject);
gm.StartCoroutine (gm.RespawnPlayer());
}

}

My Other Script for the player

using UnityEngine;

namespace UnitySampleAssets._2D
{

public class PlatformerCharacter2D : MonoBehaviour
{
private bool facingRight = true; // For determining which way the player is currently facing.

[SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps.

[Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
// Amount of maxSpeed applied to crouching movement. 1 = 100%

[SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character

private Transform groundCheck; // A position marking where to check if the player is grounded.
private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool grounded = false; // Whether or not the player is grounded.
private Transform ceilingCheck; // A position marking where to check for ceilings
private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator anim; // Reference to the player’s animator component.

private void Awake()
{
// Setting up references.
groundCheck = transform.Find(“GroundCheck”);
ceilingCheck = transform.Find(“CeilingCheck”);
anim = GetComponent();
}

private void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool(“Ground”, grounded);

// Set the vertical animation
anim.SetFloat(“vSpeed”, GetComponent().velocity.y);
}

public void Move(float move, bool crouch, bool jump)
{

// If crouching, check to see if the character can stand up
if (!crouch && anim.GetBool(“Crouch”))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
crouch = true;
}

// Set whether or not the character is crouching in the animator
anim.SetBool(“Crouch”, crouch);

//only control the player if grounded or airControl is turned on
if (grounded || airControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*crouchSpeed : move);

// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat(“Speed”, Mathf.Abs(move));

// Move the character
GetComponent().velocity = new Vector2(move*maxSpeed, GetComponent().velocity.y);

// If the input is moving the player right and the player is facing left…
if (move > 0 && !facingRight)
// … flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right…
else if (move < 0 && facingRight)
// … flip the player.
Flip();
}
// If the player should jump…
if (grounded && jump && anim.GetBool(“Ground”))
{
// Add a vertical force to the player.
grounded = false;
anim.SetBool(“Ground”, false);
GetComponent().AddForce(new Vector2(0f, jumpForce));
}
}

private void Flip()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;

// Multiply the player’s x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}

Could you please reformat the Code in your message so that it would be easier to read and understand?

I fixed it. Turned out I had one of the Character layers set to object. Thanks anyway!