private void Ball_RespawnRequested(object sender, EventArgs e) { ball.transform.position = sr.checkpoints[currentCheckpointIndex].GetRespawnPoint() + Vector3.up * ball.transform.localScale.x * 0.5f; ball.GetComponent <Rigidbody>().velocity = Vector3.zero; ball.GetComponent <Rigidbody>().angularVelocity = Vector3.zero; if (ballCamera != null) { ballCamera.SetDirection(sr.checkpoints[currentCheckpointIndex].transform.rotation); } }