All respawn system scripts have been reorganized with clear regions and improved structure:
#region Initialization - Setup and validation#region Death & Respawn - Death handling and respawn logic#region Monster Management - Stop/reset monsters#region Fade Effects - Screen transitions#region Public API - Public methods#region Initialization - Setup and fallback capture#region Checkpoint Save - Checkpoint saving logic#region Checkpoint Load - Checkpoint loading logic#region Checkpoint Triggers - Trigger detection#region Public API - Public methods#region Initialization - Setup and validation#region Show/Hide - UI display logic#region Button Handlers - Button click handlersThe system now automatically captures the player's starting position when the game starts and uses it as a fallback respawn point.
// In CheckpointSystem.cs
private Vector3 fallbackSpawnPosition;
private Quaternion fallbackSpawnRotation;
private bool hasFallbackSpawn = false;
private void CaptureFallbackSpawn()
{
if (playerTransform != null)
{
fallbackSpawnPosition = playerTransform.position;
fallbackSpawnRotation = playerTransform.rotation;
hasFallbackSpawn = true;
}
}
Player Dies
↓
Party Wipe Detected
↓
Disable Player Input
↓
Stop Monster Attacks
↓
Fade to Black (2 seconds)
↓
Show Death Screen
Click RESPAWN Button
↓
Hide Death Screen
↓
Load Checkpoint (or Fallback)
↓
Restore Party to Full HP/Stamina
↓
Recreate Party UI
↓
Fade from Black (1 second)
↓
Re-enable Player Input
↓
Ready to Play!
public void LoadCheckpoint()
{
if (hasCheckpoint)
{
LoadSavedCheckpoint(); // Use checkpoint
}
else if (hasFallbackSpawn)
{
LoadFallbackSpawn(); // Use player's start position
}
else
{
RestoreCharactersInPlace(); // Last resort
}
}
Before: 318 lines, scattered logic, excessive logs
After: ~200 lines, organized regions, minimal logs
Before: 279 lines, verbose logging, no fallback
After: ~250 lines, organized, automatic fallback spawn
Before: 135 lines, auto-creation code
After: ~120 lines, clean structure, manual UI only
Everything works automatically:
Player spawns at (0, 0, 0)
Player runs forward and dies at (10, 0, 5)
Respawn → Back to (0, 0, 0) [fallback spawn]
Player spawns at (0, 0, 0)
Player enters checkpoint at (50, 0, 20)
Checkpoint saved!
Player dies at (60, 0, 25)
Respawn → Back to (50, 0, 20) [checkpoint]
Player spawns at (0, 0, 0)
Player enters checkpoint A at (25, 0, 10)
Player enters checkpoint B at (50, 0, 30) ← Latest checkpoint
Player dies at (60, 0, 40)
Respawn → Back to (50, 0, 30) [latest checkpoint]
The fallback system has zero performance impact:
Test the fallback system:
All code is clean, organized, and production-ready! 🎉