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

  1. Install it. Library Manager → search Checkpoint System → Install, then restart the editor.
  2. Place checkpoints. Pick Checkpoint Placer in the toolbar and left-click in the scene, once per checkpoint.
  3. Mark the finish. Select the last CheckpointRing and tick Is Finish Line.
  4. 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.