Weird it works in a fresh project. The components still aren't active on revive also the first person objects script(not gameobject) isn't active either.
Im getting an error tho:
UnassignedReferenceException: The variable m_Animator of PunAnimatorMonitor has not been assigned.
You probably need to assign the m_Animator variable of the PunAnimatorMonitor script in the inspector.
Opsive.UltimateCharacterController.Character.AnimatorMonitor.EnableAnimator (System.Boolean enable) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/AnimatorMonitor.cs:974)
Opsive.UltimateCharacterController.Character.Abilities.Ragdoll.EnableRagdoll (System.Boolean enable, UnityEngine.Vector3 force, UnityEngine.Vector3 position) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ragdoll.cs:110)
Opsive.UltimateCharacterController.Character.Abilities.Ragdoll.Awake () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ragdoll.cs:83)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.set_Abilities (Opsive.UltimateCharacterController.Character.Abilities.Ability[] value) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:192)
Opsive.UltimateCharacterController.Utility.Builders.AbilityBuilder.SerializeAbilities (Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion characterLocomotion) (at Assets/Opsive/UltimateCharacterController/Scripts/Utility/Builders/AbilityBuilder.cs:148)
Opsive.UltimateCharacterController.Editor.Inspectors.Character.UltimateCharacterLocomotionInspector.SerializeAbilities () (at Assets/Opsive/UltimateCharacterController/Editor/Inspectors/Character/UltimateCharacterLocomotionInspector.cs:1693)
Opsive.UltimateCharacterController.Editor.Inspectors.Utility.InspectorUtility.DrawObject (System.Object obj, System.Boolean drawHeader, System.Boolean friendlyNamespacePrefix, UnityEngine.Object target, System.Boolean drawNoFieldsNotice, System.Action changeCallback) (at Assets/Opsive/UltimateCharacterController/Editor/Inspectors/Utility/InspectorUtility.cs:377)
Opsive.UltimateCharacterController.Editor.Inspectors.Character.UltimateCharacterLocomotionInspector.DrawSelectedAbility (System.Int32 index) (at Assets/Opsive/UltimateCharacterController/Editor/Inspectors/Character/UltimateCharacterLocomotionInspector.cs:1125)
Opsive.UltimateCharacterController.Editor.Inspectors.Utility.ReorderableListSerializationHelper.DrawReorderableList (UnityEditorInternal.ReorderableList& reorderableList, Opsive.UltimateCharacterController.Editor.Inspectors.InspectorBase inspector, System.Array drawnObject, System.String serializedData, UnityEditorInternal.ReorderableList+HeaderCallbackDelegate drawHeaderCallback, UnityEditorInternal.ReorderableList+ElementCallbackDelegate drawElementCallback, UnityEditorInternal.ReorderableList+ReorderCallbackDelegate reorderCallback, UnityEditorInternal.ReorderableList+AddCallbackDelegate addCallback, UnityEditorInternal.ReorderableList+RemoveCallbackDelegate removeCallback, UnityEditorInternal.ReorderableList+SelectCallbackDelegate selectCallback, System.Action`1[T] drawSelectedElementCallback, System.String key, System.Boolean requireOne, System.Boolean indentList) (at Assets/Opsive/UltimateCharacterController/Editor/Inspectors/Utility/ReorderableListSerializationHelper.cs:90)
Opsive.UltimateCharacterController.Editor.Inspectors.Character.UltimateCharacterLocomotionInspector.<GetDrawCallback>b__32_0 () (at Assets/Opsive/UltimateCharacterController/Editor/Inspectors/Character/UltimateCharacterLocomotionInspector.cs:300)
Opsive.UltimateCharacterController.Editor.Inspectors.StateSystem.StateBehaviorInspector.OnInspectorGUI () (at Assets/Opsive/UltimateCharacterController/Editor/Inspectors/StateSystem/StateBehaviorInspector.cs:93)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass58_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <480b5a3bd3214ce5831f6dd8c68fdc55>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)