// If AI dies, reset and set inactive until time to respawn public void fullReset() { Debug.Log("HERE"); animController.reset(); movement.reset(); state = aiState.ALIVE; ableToSpawn = false; respawnTimer = respawnTimeInSecs; currHealth = maxHealth; GetComponentInChildren <Renderer>().enabled = false; foreach (Collider col in GetComponents <Collider>()) { col.enabled = false; } GetComponent <NavMeshAgent>().enabled = false; GetComponent <Rigidbody>().isKinematic = true; Debug.Log("HERE2"); }