Following on from the previous post, I have now made the checkpoints that will be locked until activation. It wasn’t difficult to make the object however the script was a real pain. I’ve spent hours testing it. Basically what happens is both beams will move apart to their respective destinations and the portal beam will scale to its target size. Now all this happens over time, and I managed to get all of this to work however, it is very ‘dodgy’ you won’t notice in game, but from the scene view when the checkpoint is activated the beams move faster than the portal can scale. As a result it almost looks like the portal is trying to catch up with the pillars.
There is a few other things that occur when activating the checkpoint, the orb its self will turn green as a visual indication that the checkpoint has opened and then it will deactivate so it can no longer be triggered again.
You can see from the image, the locked checkpoint and the unlocked or final result on the left.
