Click to place checkpoints in your s&box scene
Drop checkpoints into your scene with a click. The system keeps track of the order, the finish line and the events your game listens to, with no manual component wiring.
What you get
- Click to place (CheckpointPlacer): Editor tool: left-click in the scene to drop numbered checkpoints. Creates the manager for you.
- Player detection (CheckpointRing): Fires when anything tagged player enters its radius. Mark one as the finish line.
- Progress tracking (CheckpointManager): Tracks the next checkpoint, enforces order and blocks the finish until every checkpoint is hit.
- Hooks for your game (OnCheckpointReachedEvent): Subscribe from your gamemode, or listen to the static ring events with no manager reference.
How to use
- Install it. Library Manager → search Checkpoint System → Install, then restart the editor.
- Place checkpoints. Pick Checkpoint Placer in the toolbar and left-click in the scene, once per checkpoint.
- Mark the finish. Select the last CheckpointRing and tick Is Finish Line.
- Hook up your game. Subscribe to OnCheckpointReachedEvent and OnFinishReachedEvent.
Inspector settings
- CheckpointManager: Sequential (true), Color Cube (optional), Finish Line (CheckpointRing), Last Checkpoint (CheckpointRing)
- CheckpointRing: Checkpoint Index (auto), Is Finish Line (false), Is Last Checkpoint (false), Detection Radius (150)
Good to know
- Only GameObjects tagged player trigger a checkpoint.
- With Sequential on, checkpoints must be hit in order and the finish stays locked until every one is cleared.
- CheckpointManager.Instance.ResetAll() puts everything back for a new run.
Part of the same family as our Lobby and Library System packages, all built from one game project.