Modular 2D scene transitions, entry points, checkpoints and respawning for Unity. Includes screen fades, persistent actor support, demo scenes, validation tools, tests and documentation.The core runtime system is render pipeline independent. The included demo uses a lightweight custom sprite shader compatible with URP and the Built-in Render Pipeline. HDRP and custom render pipelines have not been validated; users can replace the demo material without modifying the runtime system. No URP package dependency is required.Ballai Scene Transition and Checkpoint System is a modular solution for loading 2D scenes, selecting stable entry points, activating checkpoints, handling hazards, and respawning persistent actors.Destinations, entry IDs, fade duration, checkpoint behavior, persistence, and respawn options are customizable through the Inspector. The runtime is independent of any specific player controller, input system, UI, or save solution.It is suitable for platformers, metroidvanias, RPGs, adventure games, and other scene-based 2D projects. Three playable demo scenes, validation tools, automated tests, and integration documentation are included.Fade-based asynchronous scene loadingMultiple stable entry points per scenePersistent player or actor supportCheckpoint activation and trackingHazard and death-zone respawningOptional scene reload on respawnConfigurable fade timing and destination delayController-independent runtime architectureOptional save-system integrationTransition and checkpoint C# eventsDuplicate ID and destination validationThree playable 2D demo scenesEditMode and PlayMode testsBuilt-in Render Pipeline and URP supportNo third-party or Asset Store dependenciesCompatible with Unity 6 and newerAI-assisted tools were used to help audit the original project, refactor and decouple the extracted code, create tests, identify dependencies, debug integration issues, and draft documentation. The package architecture, requirements, feature scope, integration decisions, and final validation were directed and reviewed by the author. All included code and content were manually inspected and tested in Unity before submission.




