Publisher | João Ramiro |
---|---|
File size | 409.84kB |
Number of files | 24 |
Latest version | 1 |
Latest release date | 2020-05-25 03:52:10 |
First release date | 2020-05-25 03:52:10 |
Supported Unity versions | 2018.4.2 or higher |
![screenshot](http://assetstorev1-prd-cdn.unity3d.com/package-screenshot/d2c5458d-23f7-4869-9762-3193cf36eb21_scaled.jpg)
![screenshot](http://assetstorev1-prd-cdn.unity3d.com/package-screenshot/5801100b-2602-4b42-a7c2-b05ec1746354_scaled.jpg)
![screenshot](http://assetstorev1-prd-cdn.unity3d.com/package-screenshot/9c07a275-8b20-4480-a2a5-ad2f1625e625_scaled.jpg)
A simple checkpoint system, That activates checkpoints upon contact and respawns the player to it.
There are 3 modes (See in video)
- Regular: When the player hits a checkpoint it activates it.
- Locked: Each checkpoint can only be activated once.
- Ordered: Checkpoint can only be activated on a specific order.
It includes implementations both for 2D and 3D versions.
It include the following extra features:
- Save between plays - Saves the last checkpoint on the playerprefs, so the checkpoint is saved even if the level is exited
- Changing the looks/ effect when the checkpoints are active/unactivated and visited
Build with the standard render pipeline and can be easily adapted to any HQ and LW render pipelines
There are 3 modes (See in video)
- Regular: When the player hits a checkpoint it activates it.
- Locked: Each checkpoint can only be activated once.
- Ordered: Checkpoint can only be activated on a specific order.
It includes implementations both for 2D and 3D versions.
It include the following extra features:
- Save between plays - Saves the last checkpoint on the playerprefs, so the checkpoint is saved even if the level is exited
- Changing the looks/ effect when the checkpoints are active/unactivated and visited
Build with the standard render pipeline and can be easily adapted to any HQ and LW render pipelines