public void SpawnPlayer() { var savedName = default(string); if (dataManager) { savedName = dataManager.GetCurLevelName(); if (overrideCheckPoint) { curCheckPoint = checkPoint; } else if (savedName == sceneTransData.GetCurLevelName()) { curCheckPoint = dataManager.GetCurCheckPoint(); Debug.Log("Saved level name matches current level...spawning player at checkpoint " + curCheckPoint); } else { Debug.Log("Saved level name does not match current level name...Resetting checkpoint to 0"); curCheckPoint = 0; } } //store spawn in transform var for respawn use GameManager.instance.SpawnedPlayer = Instantiate(playerSpawn, checkPoints[curCheckPoint].worldPos, Quaternion.identity).GetComponent <Player>(); }