@JR 01 approach works.
I could also suggest another option.
If your camera has limited boundaries, you can create blocks offscreen called "delete".
Once the enemies collide with that, they would delete themselves.
As I said, you forgot to set the Object Type in the Raycast.
Set the Object Type to "ground" instead of "Any Type".
You also changed/didn't copy properly from the Example, please delete and copy+paste again.
You also have 2 bundles of "Run & Ju…
This is how the Spawn behavior works:
I also noticed that you were sending 2 coordinates in just one message.
Different values need different Names and Messages, like this:
This is how to make the Skeleton Spawner Object, spawn a skeleton once…
You already deleted it. Congratulations! You made it!
Now you only need to add an option to switch back to the normal character (exactly the same logic, but instead of input 2 to the save behavior, input 1).
Ok, it looks like we are always going back and forth, please read it carefully. I will make a list:
• Remove the player and the Player Spawn object from the "Shop Level".
• Delete your old Shop logic (The one inside the Player, spawning the "Test Du…
Hi, don't forget to @ me. like this: @PixelPizza
The Player spawner object should be at all levels that you want to have a player in. (Level 1)
You didn't copy the screenshot precisely. Make sure to connect the Once to "Read" not "Save".
This is the code that would be inside the specific object that loads the Save and Spawns the Player Object:
Depending on the Save value (1,2 or 3) it will spawn the respective Character Object.
On each of the Character objects, you will be able t…