Animated Checkpoints
Checkpoints are the core of WOS. When a player reaches one, their stage is saved and they respawn there after dying or resetting. On top of that, WOS can play a short animation so the touch feels intentional instead of just a silent part collision. Essentially, it's positive feedback in the form of an animation.
This feature is part of every WOS version and is not optional (you can’t “turn checkpoints off” as a system (although you could only use checkpoint 0); you only choose how they look and behave).
What happens on touch
- The player’s current stage updates to that checkpoint’s stage number.
- A client-side animation plays immediately (low latency; not gated on ping the way a server tween would be).
- Progress is written so it can load when the player rejoins (requires DataStores; see Getting Started).
Reached-checkpoint colour is also customizable via Configurations so completed pads can look different from untouched ones.
Animation styles
Styles include variations such as classic, color, rotate / spin, world, and classic-no-color (exact option names live next to AnimationStyle in Configurations). Pick one that matches your obby's tone, such as a minimal color flash for clean towers, spin/world for flashier DCOs.
Because animations run on the client, every player sees their own touch feedback quickly even on a busy server.
Saving
When a player leaves, their stage is saved. When they join again, WOS loads that stage and places them accordingly (assuming DataStores are available and StreamingEnabled is off).
Setup tips
- Give each checkpoint a unique stage number.
- Keep checkpoints anchored.
- Avoid stacking or overlapping checkpoint parts.
- Space stages so players take roughly 1.5+ seconds between pads as very dense layouts can confuse animation.
- Disable StreamingEnabled on
Workspaceor checkpoints will misbehave. See Install and the FAQ. - Remove conflicting default
SpawnLocations that fight WOS respawns.
Checkpoint sound (if you want audio on touch) is also configured in the Configurations module, so look for the checkpoint sound option near the animation settings.
