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Checkpoint

A place to come back to: when something it accepts (see Layers) touches it, it becomes the active checkpoint, and a Health with Health.Respawn comes back here after dying. Needs a collider, usually a trigger.

Requires: Collider (usually a trigger)

Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.

  • layers: text = “Player”. The collision layers that reach it, e.g. “Player”. Empty lets anything with a Body reach it. (Names collision layers: their names, separated by commas.) (Field: a name.)
  • active: true or false = false. True for the checkpoint reached last; only one is active at a time. Tick it in the Scene to start playtesting from there. (Field: on or off.)
  • sound: text = null. A sound played when it’s reached, e.g. “Sounds/checkpoint.wav”. (A sound in Assets, e.g. “Sounds/hit.wav”.) (Field: a sound.)
  • message: text = null. A message sent with Game.Send when it’s reached, with this entity as its data. (Names a message.) (Field: a name.)
  • activeTint: a color, “#RRGGBB” or “#RRGGBBAA” = “#57AB5AFF”. The color its sprite turns once reached, so players can see it’s been reached. Transparent leaves it alone. (Field: a color.)

Scripts use it as Checkpoint: its methods, events and values that aren’t saved with the scene.