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How to set spawn locations after a loading zone? [3D]

KindosaurGamingKindosaurGaming Posts: 64Member
edited February 2020 in Programming

Hi there,

I was able to make code which switches scenes when a KinematicBody enters an Area node. But I also need a line of code that teleports the player when he steps into a different area and it changes the scene but teleports the player to a new spawnpoint.

So something like this:

Player Steps In Scene Changer 1 > Outcome 1 > Location X = 20, Y = 12, Z = 30
Player Steps In Scene Changer 2 > Outcome 2 > Location X = 40, Y= 12, Z = 5

I do think the outcomes need be scene connected or something like that but I am not sure on that.
for example:

Exits HouseScene1 > Outcome WorldScene2
Enters WorldScene4 > Outcome LevelScene1

this is the code that changes the scene when body has entered the area:

extends Area

var _is_player_in_Area = false
export (String) var player_node_name = "Player"
signal on_player_entered
var _start_new_scene = false

func _ready():

func _process(delta):
    if _is_player_in_Area == true:
        _start_new_scene = true
        get_tree().change_scene("res://Scenes/Scenes 3D/Title Screen/Title/MENU.tscn")

func _on_Scene_Load(other):
    if == player_node_name:
        _is_player_in_Area = true

func _Print_Load():
    print ("Load Scene!");

Thanks for the help :P

Tags :


  • MegalomaniakMegalomaniak Posts: 2,580Admin

    Edited the post to better format the code since you were using inline code formatting, hope you don't mind.

  • TwistedTwiglegTwistedTwigleg Posts: 2,561Admin

    The way I have handled this kind of thing in the past is to have a singleton/autoload script store the location to spawn the player at across scenes. Something like this:

    var player_position = null
    # optional
    var player_rotation = null

    Then in the player script, I have something like the following in _ready (assuming the singleton is called Globals):

    func _ready():
        if (Globals.player_position != null):
            global_transform.origin = Globals.player_position
        if (Globals.player_rotation != null):
            rotation_degrees = Globals.player_rotation

    Finally, in the thing that changes the scene, I use something like the following:

    export (Vector3) var position_in_next_scene = null
    export (Vector3) var rotation_in_next_scene = null
    # Other code
    func change_scene():
        Globals.player_position = position_in_next_scene
        Globals.player_rotation = rotation_in_next_scene

    There probably are better ways of handling it, but something like the code above is what I have used in several games and it works okay. The biggest downside is the data entry is a little time consuming.

  • KindosaurGamingKindosaurGaming Posts: 64Member

    Hello again

    I asked the same question on the Q&A forum of godot and got an answer on this question aswell

    It is a different approach which uses a dictionary to discribe where sertain spawn areas are. Is this a good solution as well

  • TwistedTwiglegTwistedTwigleg Posts: 2,561Admin

    @KindosaurGaming said:
    Hello again

    I asked the same question on the Q&A forum of godot and got an answer on this question aswell

    It is a different approach which uses a dictionary to discribe where sertain spawn areas are. Is this a good solution as well

    Seems like a good solution.
    From what I can gather, the idea is that you place all of the locations (and rotations) into a dictionary in a singleton, which would make it where you can link the position to a name, which might make using it a little easier to use and since everything is in one place (both a pro and a con) there is no scene hopping trying to figure out what goes where.

    The only, albeit minor, downside with placing all the locations into a dictionary is that depending on how many locations you have stored, managing the dictionary in code and finding specific locations may become a little more difficult. Not a huge issue, but if you have dozens of locations, it may be something to be aware of.

  • KindosaurGamingKindosaurGaming Posts: 64Member

    I do want to implement around 7 islands

    Maybe I can try to give each Island a separate Scene (or even file) and only transfer the player data.

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