In this Unity 6 tutorial, we continue from the previous session and focus on player spawn points for different levels. We’ll create spawn points, assign player prefabs, and manage runtime positioning so your player starts at the correct location for each level.
Key topics covered:
Creating Player Spawn Points
Add an empty GameObject in Level 2 Vegas.
Name it Player Spawn Point.
Adjust its transform so the player starts on the correct surface.
Copying Player Transform Values
Duplicate your runner (player) prefab.
Copy its transform values to the spawn point for accurate placement.
Adjust X, Y, Z coordinates to ensure the player starts above the floor.
Assigning Spawn Points in Level Data
Add a public Transform playerSpawnPoint in your Level Data class.
Assign the newly created spawn point as the child of Level 2.
Remove unused placeholder objects.
Runtime Player Positioning
On game start, the player is automatically placed at the spawn point.
The scale remains unchanged, ensuring consistency.
Works with Level 2 Vegas and other future levels.
Handling Null References for Level 1
If a level doesn’t have a spawn point (like Level 1), the operation is skipped.
Prevents runtime errors and ensures Level 1 continues working as expected.
Optional Method for Level 1
Duplicate the runner prefab inside a Level 1 Player Spawn Point if needed.
Ensures uniform handling for all levels in your project.
By following this tutorial, you’ll have flexible player spawn points for multiple levels, making your game ready for seamless level transitions and proper AI interaction.
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