Creating spawning sites

Within the sandbox area, select three areas to serve as spawn points. Where you create them is up to you. Placing them at equal distances from one another would be a good approach. To make these spawn points obvious, let's create a spawn pad and then copy it and place it at various points in the sandbox.

Here are the steps to create the spawn pad:

  1. In the Hierarchy panel, right-click Sandbox and select 3D Object | Cylinder.
  2. In the Inspector panel, rename the Cylinder to SpawnPad1.
  3. Click Transform | Scale and change the scale of SpawnPad1 as follows:
    • x = 3
    • y = 0.05
    • z =3
  4. Test the scale of the pad by placing it under the Cucumber Man. It should look similar to what is shown in the following screenshot. Make adjustments so that your pad matches what you see here:
  1. With SpawnPad1 selected, deselect the Mesh Renderer | Receive Shadows checkbox in the Inspector view. This will prevent shadows from being cast onto our spawn pad. This step is not terribly important, but helps make our spawn pad seem nonorganic, and since we will be spawning the Cucumber Man on this pad, it adds a nice visual element.
  2. Using the transform tools, adjust the position of the pad so that it is under the bottom of the Cucumber Man's feet, just at or above the grass level.
  3. With SpawnPad1 selected, click the small circle to the right of the Materials | Element 0 | Missing (Material) input box in the Inspector panel:
  1. Select a material of your choice from the Select Material dialog window.
  2. Finally, deselect the Capsule Collider component in the Inspector panel. We will not need this.

You now have your first spawn pad. Make two further copies, ensuring that they are named SpawnPad1, SpawnPad2, and SpawnPad3. In the Hierarchy panel, ensure that they are all in your Sandbox object.

Our last task is to put the three spawn pad instances where we want them in the Sandbox area in Scene view.

This is a good time to save your scene and your project.
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