public void GoToLastGroundedPosition() { Vector3 baseSpawnSpot = controller.lastGroundedPosition + respawnOffset; Vector3 offset = Vector3.zero; foreach (Vector3 vec in spawnOffets) { if (Physics.Raycast(baseSpawnSpot + vec * (0.25f), Vector3.down, 10, groundLayer)) { offset += vec.normalized; } Debug.DrawRay(baseSpawnSpot + vec * 0.25f, Vector3.down, Color.green, 50); } //Debug.Break(); baseSpawnSpot += offset.normalized; transform.position = baseSpawnSpot; controller.KillVelocity(); }