When the player goes to a new scene, the player could be spawned in multiple positions, depending on which door they took.
Implement a system for creating these points.
Modify things like the transition trigger to specify which entry point to travel to.
Move the player to this position.
You'll want to add this into level_base.tscn, since it applies to every level scene.
User-friendliness is very important in creating the entry-points, since design team will be interacting with it.
(possible implementation: each world scene has an EntryPoints node, and all Node2D children of that node are entry points. when specifying an entry point, you could use the name of a node)
Since this involves carrying information between scenes, you'll need to use a static variable or an autoload.
When the player goes to a new scene, the player could be spawned in multiple positions, depending on which door they took.
You'll want to add this into level_base.tscn, since it applies to every level scene. User-friendliness is very important in creating the entry-points, since design team will be interacting with it. (possible implementation: each world scene has an EntryPoints node, and all Node2D children of that node are entry points. when specifying an entry point, you could use the name of a node) Since this involves carrying information between scenes, you'll need to use a static variable or an autoload.