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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.3.13 or later
- Package size
- 174 KB
- Files
- 34
- Favorites
- 1
- Views in the past week
- 6
Price tracking
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- $9.99 on
Keywords
Ballai Scene Transition and Checkpoint System
Modular 2D scene transitions, entry points, checkpoints and respawning for Unity. Includes screen fades, persistent actor support, demo scenes, validation tools, tests and documentation.
Price $9.99
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Price history
Last 6 months
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Ballai Scene Transition and Checkpoint System screenshot 1
About this asset
- Ballai Scene Transition and Checkpoint System is a modular solution for loading 2D scenes, selecting stable entry points, activating checkpoints, handling hazards, and respawning persistent actors.
- Destinations, entry IDs, fade duration, checkpoint behavior, persistence, and respawn options are customizable through the Inspector. The runtime is independent of any specific player controller, input system, UI, or save solution.
- It is suitable for platformers, metroidvanias, RPGs, adventure games, and other scene-based 2D projects. Three playable demo scenes, validation tools, automated tests, and integration documentation are included.
From the publisher's Asset Store listing.
Technical details
- Fade-based asynchronous scene loading
- Multiple stable entry points per scene
- Persistent player or actor support
- Checkpoint activation and tracking
- Hazard and death-zone respawning
- Optional scene reload on respawn
- Configurable fade timing and destination delay
- Controller-independent runtime architecture
- Optional save-system integration
- Transition and checkpoint C# events
- Duplicate ID and destination validation
- Three playable 2D demo scenes
- EditMode and PlayMode tests
- Built-in Render Pipeline and URP support
- No third-party or Asset Store dependencies
- Compatible with Unity 6 and newer
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.13f1 | Compatible | Compatible | Not listed |
The core runtime system is render pipeline independent. The included demo uses a lightweight custom sprite shader compatible with URP and the Built-in Render Pipeline. HDRP and custom render pipelines have not been validated; users can replace the demo material without modifying the runtime system. No URP package dependency is required.
As listed on the Asset Store.