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Question by ChocoboScribe · Nov 19, 2021 at 05:56 AM · spawninglevelsspawnpointstransitions

Scene back and forth Transition Help

I'm able to get to a new level, which I'm using as just fine using an empty game object as a spawn point but when I use a return door also using an empty object as a spawn point when returning to the main level, it just starts the whole level all over again and does not spawn my player character to the gameobject I set up as a return point. I'm thinking of using a bool that checks if that level has been started or not. Thanks!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class SceneShifter : MonoBehaviour
 {   
     //Other Scripts
     private MemoryDoor memDoor;
     public PlayerMovement player;
     public GameObject hero;
 
     [Header("Spawners")]
     public Transform spawnOneOne;
     public Transform returnOneOne;
 
     // Start is called before the first frame update
     void Start()
     {
         memDoor = FindObjectOfType<MemoryDoor>();
         DontDestroyOnLoad(gameObject);
     }
     // Update is called once per frame
     void Update()
     {
         GoToMinigame();
     }
     //Go to minigame
     public void GoToMinigame()
     {
         if (Input.GetKeyDown(KeyCode.KeypadEnter))
         {
             if (player.canToggleMemMiniOneOne)
             {
                 SceneManager.LoadScene("Memory1-1");
                 FindStartPos();
                 player.canToggleMemMiniOneOne = false;
                 
             }
             if (player.canToggleReturnOneOne)
             {
                 SceneManager.LoadScene("CandyForest_1");
                 FindReturnPos();
                 player.canToggleReturnOneOne = false;
                 
             }
         }
     }
     public void FindStartPos()
     {
         transform.position = GameObject.FindWithTag("Spawn1-1").transform.position;
     }
     public void FindReturnPos()
     {
         transform.position = GameObject.FindWithTag("ReturnPos1-1").transform.position;
     }
     
     public void OnTriggerEnter2D(Collider2D mem)
     {
         //Play enters Memory match minigame 1-1
         if (mem.gameObject.tag == "Memory1-1")
         {
             Debug.Log("You can enter the minigame now!");
             memDoor.pointer.SetActive(true);
             player.canToggleMemMiniOneOne = true;            
         }
         //To return to level 1
         if(mem.gameObject.tag == "Return1-1")
         {
             Debug.Log("You can go back to the Level now!");
             player.canToggleReturnOneOne = true;            
         }
     }
     public void OnTriggerExit2D(Collider2D mem)
     {
         if (mem.gameObject.tag == "Memory1-1")
         {
             memDoor.pointer.SetActive(false);
             player.canToggleMemMiniOneOne = false;
         }
         //To return to level 1
         if (mem.gameObject.tag == "Return1-1")
         {
             player.canToggleReturnOneOne = false;
         }
     }
 }

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