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Checkpoints and respawn hazards

Checkpoint and Respawn hazard are controlled gameplay components. They run identically in Workshop test mode, solo play, and authoritative rooms; they do not require custom code.

Add a checkpoint

  1. Open Pieces and add Checkpoint, or attach the Checkpoint component to an object.
  2. Position and resize its dashed sensor collider.
  3. In Object Inspector, enter the status label shown to the player.
  4. Optionally set X/Y offsets when the safe spawn point should sit beside or above the checkpoint shape.

Adding the component converts the object's collider to a sensor. A checkpoint only activates once for a player until that player reaches a different checkpoint.

Add a hazard

Add Respawn hazard from Pieces or attach the component to an object. Resize its sensor over a pit, obstacle, or unsafe boundary. Touching it returns only that player to their latest checkpoint. If none has been reached, the player returns to the starting position.

Checkpoint state belongs to the current play session. It is included in authoritative room snapshots for prediction and reconnect, but it is not yet a persistent save across separate visits.

Safety rules

  • Checkpoint and Hazard require a Transform and sensor Collider.
  • One object cannot be both.
  • Labels contain 1–120 characters.
  • Respawn offsets stay between -2048 and 2048 world units.
  • The server chooses the respawn coordinates from published component data; the browser never submits a position.

PixelRifts creator documentation · generated reference · protocol 21