SmartPoint – Checkpoint and Spawning System

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This is a paid asset, but now you can download SmartPoint – Checkpoint and Spawning System for FREE, but please remember this package is provided only for learning purposes or to be able to test before buying the product, NOT FOR COMMERCIAL PURPOSES.

Detail this asset from Unity Store: Original Link

SmartPoint – Checkpoint and Spawning System v1.0

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SmartPoint is an easy to use tool for unity, providing basic checkpoint and spawning functionality. SmartPoint allows you to keep track of your player, while also spawning entities along their path.

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.

While this asset is compatible with 3D, HDRP, and URP, the example scenes in this project have URP materials. These must be changed manually to properly view these scenes.

This asset is also compatible with Unity 2019.4.0f1, but functions optimally on 2020.3.0 and newer.

 

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