---
title: "Checkpoints"
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next_title: "Restoring Health"
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difficulty: beginner
duration_minutes: 60
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last_updated: "2026-08-04T14:22:22.000Z"
---

# Checkpoints

Understand how checkpoints let players save progress and respawn at key points instead of restarting entirely.

Checkpoints are a common element of most modern games. They allow the player to save their progress, so that if they die, they respawn back at that checkpoint.

## 1. Find the Checkpoint

There’s a Checkpoint Prefab in the GameKit 3D Lite. To find it, go to **3D GamekitLite > Prefabs > Utilities > Checkpoint.**

![](https://connect-mediagw.unity.com/h1/20190218/learn/images/85cc9fea-8cbd-4787-b6ff-223f86c54363_image3.png)

The Checkpoint is invisible, and **Ellen** triggers it by walking into the Collider area (the green wireframe box). To ensure that the player knows that they have triggered a checkpoint and knows where they are going to respawn, you should use a visual cue in the game to illustrate that **Ellen** hit the checkpoint.

In this example, we are going to add another **Crystal** to the Scene, and set it up so that it activates when **Ellen** touches a Checkpoint. To do this, we need to place a **Crystal** and a Checkpoint, and then set the Checkpoint up so that when **Ellen** touches it, it sends a Game Command to the **Crystal.**

To add a Checkpoint:

- Drag and drop the **Checkpoint** Prefab into the Scene and place it to ensure that Ellen can touch the Collider.
- Resize it to make sure it only covers the area you want to include.

![](https://connect-mediagw.unity.com/h1/20190218/learn/images/68e53ce1-7b88-4410-ba60-e6ee3d71d38e_image2.png)

In the **Inspector** window, Set the **Layer** setting to **Checkpoint.**

![](https://connect-mediagw.unity.com/h1/20190218/learn/images/1232a957-4a76-4196-a36e-9553c8155940_image1.png)

Go to **3D GamekitLite > Prefabs > Interactables** and drag a **Crystal** Prefab into the Scene. Place it near the checkpoint area and rename it to **CheckpointCrystal.**

![](https://connect-mediagw.unity.com/h1/20190218/learn/images/78c4888e-c939-4e2d-b669-b810d5c3ab8d_image4.png)

- To link the two GameObjects, select the **Checkpoint**.
- Select **Add Component.**
- Add **Send On Trigger Event** (type it in the search box to find it).

Apply the following settings to the **Send On Trigger Event** component:

- Set **Interaction Type t**o **Activate.**
- Set **Interactive Object** to **GateCheckpoint** via the GameObject selection.
- Enable **One Shot**.
- Set **Layers** to **Player.** This allows the play character (Ellen) to collide with the area.

![](https://connect-mediagw.unity.com/h1/20190218/learn/images/399ff546-939f-4fa5-a081-e855d62bdcb5_image5.png)

To verify the connection between them, select the **CheckpointCrystal**, view the **Inspector** window to check that the **Game Command Receiver** has **Checkpoint** listed in the Senders list.

![](https://connect-mediagw.unity.com/h1/20190218/learn/images/35e17b0d-f6b6-4667-b897-601f0b03040c_image6.png)

To test the checkpoint, press **Play** and walk into the **Checkpoint.** The **CheckpointCrystal** now should activate. Next, test what happens if she dies. She should respawn in the center of the Checkpoint volume.
