Portal3

 So after getting scene transitions to technically work, I ran into another unexpected (and honestly kind of funny) issue: the player was getting stuck inside the portals.

Here’s what happened.

The Problem: Portal Ping-Pong

The player could walk into a portal, and it would successfully load the next scene — great! But then, immediately after arriving, they’d be spawned right inside another portal, which triggered another scene load. Sometimes they’d bounce back and forth, like ping-ponging between dimensions. Other times they’d just freeze or clip into the floor.

The problem? I never told Unity where to place the player after loading a scene.

The Fix: Adding Landing Points

To solve this, I created a set of invisible landing points — basically empty GameObjects that marked the exact spot where the player should appear after entering a portal.

For every scene, I placed one landing point per portal, usually just a few steps away from the actual doorway. That way, when the player spawns in the new scene, they’re facing the portal but not inside it, which prevents them from triggering it again by accident.

I also went back and added landing points for the very first transition — from the main screen to each of the sub-scenes. So now, no matter where the player’s coming from, they always arrive in a safe spot with no collider conflicts or instant teleport loops.

Bonus: No More Collider Conflicts

At first I was worried about whether these landing points might accidentally overlap with objects, terrain, or other portals. But I spaced them out carefully and tested each one — and so far, they don’t conflict with anything.

Everything feels much more stable now. No more bouncing, no more getting stuck. Just smooth transitions in and out of each world.

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