So, I almost got the challenge for this, but couldnt figure out how to attach the explosion GameObject to deathFX, so I played the video until I saw ‘[SerializeField] GameObject deathFX;’ and had an ‘aha!’ moment.
Anyway, I ended up doing the scene reload slightly differently and went with the below (which I also used in Project Boost):-
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
Is there a reason for specifying the scene number (as in the lecture video) over using GetActiveScene().buildIndex as I have been doing? It makes sense to me to get the script to figure out which scene it is, rather than telling it which one to reload, but perhaps I’m missing something?