// Use this for initialization void Start() { checkpoint_manager.InitializeCheckpoints(start_point); //Get the checkpoint to spawn in the right position // The different players is distributed equidistantly on a circle of radius "radius". The script automatically take into account // the number of players to put along the circle. float angle = 0.0f; float incr_angle = ((2 * Mathf.PI) / players.Length); foreach (GameObject p in players) { p.GetComponent <NavMeshAgent>().Warp(new Vector3(radius * Mathf.Cos(angle) + start_point.position.x, 0, radius * Mathf.Sin(angle) + start_point.position.z)); angle += incr_angle; } cam.MoveCameraTo(start_point.position); //Center camera to start point; }