Return to Spawn Button
This script teleports the local player back to a designated spawn point when they interact with a button.
Category: Interaction Systems
UdonSharp Script
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
public class ReturnToSpawnButton : UdonSharpBehaviour
{
public Transform spawnTarget;
public override void Interact()
{
VRCPlayerApi localPlayer = Networking.LocalPlayer;
if (localPlayer == null || spawnTarget == null)
{
return;
}
localPlayer.TeleportTo(
spawnTarget.position,
spawnTarget.rotation,
VRC_SceneDescriptor.SpawnOrientation.AlignPlayerWithSpawnPoint,
true
);
}
}
Unity Setup
- Create a button object with collider.
- Add
VRC_Interactable. - Add this UdonSharp program.
- Create/choose
SpawnTargettransform. - Assign
spawnTargetin the inspector.
Useful Variations
- One button per zone to return players to lobby
- Separate spawn targets for floor sections
- Pair with UI label: "Return to Hub"
Extra Tips and Troubleshooting
Tips and Tricks
- Place return buttons in dead-end or high confusion zones.
- Use consistent naming and iconography for hub return controls.
Troubleshooting
- If rotation is wrong, adjust
spawnTargetorientation transform.
Related Content
Prefab Setup Notes
Import the prefab or script into a throwaway test scene before adding it to a live world. Confirm inspector references, ownership behavior, sync, triggers, UI hooks, and audio or object links before moving it into the production scene.
Testing Checklist
- Test once as a local player and again with a second client or late joiner if the behavior can affect more than one player.
- Confirm ownership, sync, trigger zones, UI references, and audio or object references are assigned intentionally.
- Check desktop and VR interaction distance so players can actually use the feature in context.
- Keep a backup of the scene before changing prefabs, UdonBehaviours, or serialized references.
