SmartPoint - Checkpoint and Spawning System

$4
Publisher SirisGames
File size 542.42kB
Number of files 49
Latest version 1
Latest release date 2022-02-07 01:14:14
First release date 2022-02-07 01:14:14
Supported Unity versions 2018.4.2 or higher

Documentation


Before purchasing, make sure this asset is right for you

This asset is useful if you need to set checkpoints for your player as they move along a prebuilt environment. SmartPoint is NOT recommended if you are looking to store Save and Load data for a procedurally generated world. Though it is possible to use SmartPoint to do so. SmartPoint does NOT have any built in Save and Load functionality, it only stores data about whether a checkpoint has been activated, as well as its position, bounds, direction, etc.. This makes SmartPoint suitable as a quick prototyping or testing tool.


While SmartPoint is designed to be used solely from the inspector, there are a multitude of functions available in both the SpawnController and CheckPointController that allow for further customization. To get the most out of SmartPoint, it is recommended that you have at least some experience programming in Unity C#.


Below is a list of features that SmartPoint provides:

- Customizable collision boxes for each checkpoint

- Different methods of activating checkpoints

- Sequential checkpoint activation

- Looping checkpoint sequences (e.g, a race track)

- Spawning objects at checkpoints

- Customizable spawning areas

- And much more...


See the linked videos for a better idea of what SmartPoint entails.


Summary

While smartpoint can be setup and used solely from the inspector, there are also a plethera of public methods allowing for runtime customization of the checkpoint and spawner functionality. Using the inspector tools provided, its possible to spawn enemies based on set probabilities, create weapon and ammo drops that refill automatically, guide the player towards the next checkpoint along a path, etc...


CheckPoint Controller

The CheckPointController allows you to design checkpoints with customized positions, collision boxes, directions, and active states. A player can activate and interact with checkpoints through various means specified in the inspector. See the videos above for more info.


SpawnController

The SpawnController allows you to spawn GameObjects such as ammo drops, weapons, enemies, projectiles, and whatever else you can think of. Objects can be spawned at regular intervals, or in a burst. A max number of entities can be set, and the spawn areas can be customized in different shapes, such as a rectangular prism, sphere, rectangle, point, etc..

Finally, both the spawn controller and checkpoint controller have various event callbacks that allow you to set your own methods to trigger when an entity spawns, a checkpoint activates, etc...

For more info see the videos above as well as the example scenes if you already own the product.