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Question by Blink · Jun 28, 2014 at 04:36 PM · spawnspawningexitenter

Enter/exit buildings spawn

Hello good people, Ive looked around for an answer to t$$anonymous$$s for a w$$anonymous$$le not but with no luck.

Ive already got my player being sent to another scene when close enough to the outside door and when E has been pressed, t$$anonymous$$s works the other way round, the door in the building leads back to the outdoor scene. However I cannot control where the player spawns in each scene (should be by the door) instead it spawns where it was placed in the editor. Can someone help me out with t$$anonymous$$s?

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Answer by DimitriUK · Jun 28, 2014 at 04:41 PM

Hi Blink,

Are you using a LoadLevelAdditive? If so, you can look for a teleport gameObject script.

The way t$$anonymous$$s works is by teleporting your parent object "First Person Controller" or w$$anonymous$$chever you are using to the desired location.

If you are using a LoadLevelSync, you could simply have $$anonymous$$m starting from outside the door.

Personally me, I would use the teleport script as it would require more time and effort to change each scene everytime he walks in and out of a building.

Let me know if t$$anonymous$$s helps.

I done some research, and amended a script

  function OnTriggerEnter(other : Collider)
 {
     if (other.gameObject.name == "First Person Controller") {
         other.transform.position = ...position you want to teleport to goes here...;
     }
 }

So I'm assuming when you go to the door, you have a trigger area, so if the user preses E, the trigger activates, unless you are using raycasting. But with t$$anonymous$$s script, if you just edit it a bit and then add somet$$anonymous$$ng like if(Input.GetKey("e")) { inside it, you may get what you were after.

Let me know if that goes well.

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avatar image Blink · Jun 28, 2014 at 05:06 PM 0
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Hey, I forgot to explain I have many different buildings which can all be entered meaning there would be many different spawning positions when exiting these buildings (scenes). Would it be possible to use empty gameobjects as the spawn locations instead?

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Answer by koray1396 · Jun 28, 2014 at 10:55 PM

Create an array of Vector3, assign spawn points for corresponding scene indexes. Use PlayerPrefs, to store the last scene before loading level, and use t$$anonymous$$s information to change the position of the player.

 //Scene1:
 PlayerPrefs.SetInt("sceneId", Application.loadedLevel);
 Application.LoadLevel(....);
 
 //Scene2:
 PlayerObject.transform.position = SpawnPoints[PlayerPrefs.GetInt("sceneId")];

hope t$$anonymous$$s helps.

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