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Question by Liinkovsky · May 29 at 01:56 PM · 2d2d gamemovement scriptteleportteleporting

Player does not teleport to the right location

Hello everyone, I'm doing a project for a course i'm taking and i've got into something I cannot resolve it myself. I have 4 GameObjects with the same script "HouseTP" but each have different transforms to teleport the player. When I test the game and go with the player inside the house which has a trigger it fires a coroutine, as the coroutine runs, everything works just fine except the teleportation which puts the player a -1 on the Y from where I tried to go into. I've tried Serializing it but I was not been able to since it has 4 gameobjects linked to it. I've tried an array for the different gameobjects but did not work, my last attempt was using a delegate event (don't know if that worked or if it is was made correctly). Does anyone have a different approach for my problem ? Thanks for your time, here are the scripts:

HouseTP:

 using Cinemachine;
 using UnityEngine;
 
 namespace RPG.SceneManagement
 {
     public class HouseTP : MonoBehaviour
     {
         [SerializeField] private Transform _PosToGo;
         [SerializeField] private GameObject _player;
         [SerializeField] private CinemachineConfiner2D _CinemachineCameraConfiner;
         [SerializeField] private PolygonCollider2D _polygonCollider2D;
         [SerializeField] private SceneTransitionShader _sceneTransition;
 
         private void OnEnable()
         {
             SceneTransitionShader.playerTeleportation += ChangePosition;
         }
         private void OnDisable()
         {
             SceneTransitionShader.playerTeleportation -= ChangePosition;
         }
         public void ChangePosition()
         {
             _player.transform.position = _PosToGo.position;
             _CinemachineCameraConfiner.InvalidateCache();
             _CinemachineCameraConfiner.m_BoundingShape2D = _polygonCollider2D;
 
         }
         private void OnTriggerEnter2D(Collider2D collision)
         {
             if (collision.gameObject.CompareTag("Player"))
             {
                 StartCoroutine(_sceneTransition.TransitionCoroutine());
             }
         }
     }
 
 }
 

And the other one:

 using System.Collections;
 using UnityEngine;
 using RPG.SceneManagement;
 public class SceneTransitionShader : MonoBehaviour
 {
     public delegate void PlayerTeleportation();
     public static event PlayerTeleportation playerTeleportation;
 
     [SerializeField] private Material _screenTransitionMaterial;
     [SerializeField] private PlayerController _playerController;
     [SerializeField] private float _transitionTime = 1f;
 
     private float _startValue = 1f;
     private float _endValue = 0f;
 
     private const string _propertyName = "_Progress";
     public IEnumerator TransitionCoroutine()
     {
         _playerController.stopPlayer = true;
         float currentTime = 0f;
 
         while (currentTime < _transitionTime)
         {
             currentTime += Time.deltaTime * 2;
             float totalTime = currentTime / _transitionTime;
             float value = Mathf.Lerp(_startValue, _endValue, totalTime);
             _screenTransitionMaterial.SetFloat(_propertyName, value);
             yield return null;
         }
 
         if (playerTeleportation != null)
             playerTeleportation();
 
         yield return new WaitForSecondsRealtime(1f);
         StartCoroutine(TransitioningOver());
     }
 
     private IEnumerator TransitioningOver()
     {
         float currentTime = 0f;
 
         while (currentTime < _transitionTime)
         {
             currentTime += Time.deltaTime * 2;
             float totalTime = currentTime / _transitionTime;
             float value = Mathf.Lerp(_endValue, _startValue, totalTime);
             _screenTransitionMaterial.SetFloat(_propertyName, value);
             yield return null;
         }
 
         _playerController.stopPlayer = false;
         yield return null;
     }
 }
 
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