Quick answer: Snapshot each resettable enemy's spawn state at checkpoint time, and on respawn re-enable, reposition, and refill the health of every enemy in the active room.
Dying should hand the player the same challenge they faced, so enemies between the checkpoint and the death point must come back. Store their reset state and apply it on respawn.
How to fix it
1. Record a reset baseline
When a checkpoint activates, capture each enemy's initial position, health, and alive flag (or just its prefab spawn data). This baseline is what respawn restores, not the enemy's current damaged state.
2. Re-enable and reposition on respawn
On player respawn, for every enemy in the room set gameObject.SetActive(true), move it to its baseline position, reset its AI state machine, and refill health so the encounter is fresh.
3. Keep boss exceptions explicit
Some enemies (a defeated boss) should stay dead. Mark those as persistent so the reset loop skips them, otherwise you will resurrect a boss the player already beat.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.