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Question by Ginjiruu · Apr 21, 2016 at 09:19 PM · script.arrays

I want to have my player change respawn points based on their distance to them

I want to have my player change their respawn point based on their location, similar to a checkpoint system but will change if I run through a previous one. I'm using an array to store all of the spawn points and using an incremented counter to cycle through them. void Update() { for (int i = 0; i < spawnPoints.Length; i++) { if (Vector3.Distance(spawnPoints(i).position, player.position) < distance) { playerCloseEnough = true; } else { playerCloseEnough = false; } } This isn't working though and was wondering if anyone has a better way of accomplishing this.

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Answer by Happy-Zomby · Apr 21, 2016 at 09:41 PM

Hi, I think you could use the code on this page http://docs.unity3d.com/ScriptReference/GameObject.FindGameObjectsWithTag.html

This one more specfically:

     // Find the name of the closest enemy
     
     GameObject FindClosestEnemy() {
         GameObject[] gos;
         gos = GameObject.FindGameObjectsWithTag("Enemy");
         GameObject closest = null;
         float distance = Mathf.Infinity;
         Vector3 position = transform.position;
         foreach (GameObject go in gos) {
             Vector3 diff = go.transform.position - position;
             float curDistance = diff.sqrMagnitude;
             if (curDistance < distance) {
                 closest = go;
                 distance = curDistance;
             }
         }
         return closest;
     }
 }
 

You may need to change it somewhat but I guess it should work hope that helps,

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