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Question by j_masters · Feb 09, 2017 at 03:58 PM · respawncheckpoint

Platformer multiple checkpoints help

Hello!

I'm trying to get a checkpoint system working for a 2 player head to head platformer. Right now the player respawns at the first checkpoint when it falls off the stage and hits a collider. However Im having trouble making the new checkpoint (A gameobject with a collider attached) send its position to the fall off stage collider.

Any help will be appreciated :D

 public class Respawn : MonoBehaviour {

 public GameObject P1;                    //The player as a gameobject.
 public Vector2 currentPosition;            //
 public Transform checkPoint;

 void OnTriggerEnter(Collider other) {
     //When the player hits the respawn death collider start the respawner function.
     StartCoroutine (Respawner ());
 }

 IEnumerator Respawner() {
     currentPosition = P1.transform.position;
     //Move the players transform to the position of the checkpoint.
     P1.transform.position = checkPoint.position;
     //Change the move force component in the player controller script to 0
     PlayerController.moveForce = 0;
     //Delay the player from moving for 1 second after respawn.....gives time to get their bearings.
     yield return new WaitForSeconds (1f);
     //Change the move force component back to start speed.
     PlayerController.moveForce = 25;
     Debug.Log ("Death");
 }

}

 public class CheckPoint : MonoBehaviour {

 public Respawn respawn;
 public Transform currentCheckPoint;

 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {
 
 }

 void OnTriggerEnter(Collider other) {
     //Send this checkpoint position to the respawn killzone.
     currentCheckPoint.transform.position = respawn.checkPoint.position;
 }

}

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