Having multiple spawn/starting points in one scene
I am new to programming and I am currently trying to make a 2D RPG game in unity. What I am trying to do is have multiple spawn points in one scene. What I am able to do now is go from the starting room to the room with many spawn points, the player spawns at spawn point A when exiting the starting room. The player is then able to go to a different room and when this said player exits that room he finds himself back at spawn point A instead of going to spawn point B (all of those spawn points are in the same room). If whatever I just wrote didn't make any sense, then I have provided a video of the gameplay: https://drive.google.com/file/d/1vykb8016qFsBXcEI65LRx7tB_4Gtb5VO/view?usp=sharing
And here are the scripts that I'm using:
Player Start Point:
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerStartPoint : MonoBehaviour
 
 {
     private playerController thePlayer;
     private camerController theCamera;
 
     public Vector2 startDir;
 
     public string pointName; 
 
 
     // Start is called before the first frame update
     void Start()
     {
         thePlayer = FindObjectOfType<playerController>();
 
         if(thePlayer.startPoint == pointName)
         {
             thePlayer.transform.position = transform.position;
             thePlayer.lastMove = startDir;
 
             theCamera = FindObjectOfType<camerController>();
             theCamera.transform.position = new Vector3(transform.position.x, transform.position.y, theCamera.transform.position.z);
         }
 
     }
 
     // Update is called once per frame
     void Update()
     {
         
     }
 }
Load New Area:
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine; 
 using UnityEngine.SceneManagement;
 
 public class LoadNewArea : MonoBehaviour
 {
 
     void start()
     {
         thePlayer = FindObjectOfType<playerController>();
     }
 
     public string exitPoint;
 
     private playerController thePlayer; 
 
 
     [SerializeField] private string newLevel;
 
     private void OnTriggerEnter2D(Collider2D other)
     {
         if (other.CompareTag("Player"))
         {
             SceneManager.LoadScene(newLevel);
             thePlayer.startPoint = exitPoint;
         }
     }
 
     
 }
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