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Teleporting Players After Cutscenes

To create the opening scene where the player is part of the cutscene, you need to teleport the player to the basement after the opening cutscene finishes playing. To do this, you’ll use the code snippet below:

|  |  |
| --- | --- |
|  |  |
|  | AllPlayers := GetPlayspace().GetPlayers() |
|  | for (Agent : AllPlayers): |
|  | Teleporter.Teleport(Agent) |
|  |  |

AllPlayers := GetPlayspace().GetPlayers() for (Agent : AllPlayers): Teleporter.Teleport(Agent)

Copy full snippet(5 lines long)

This piece of code is designed to grab all players on your island and apply a function to them. In this case, teleportation.

Teleporting Players after a Cutscene

Create a new Verse device named **cutscene_**trasnporter using Verse Explorer, and drag the device into the level. Double-click cutscene_transporter.verse from Verse Explorer to open the script in Visual Studio Code.

  1. Underneath the transporter_device class definition, add editable fields for the following devices:
  • CinemtaicSequence

  • Teleporter

  • PlayerSpawner

    |  |  |
    | --- | --- |
    |  |  |
    |  | cutscene_transporter := class(creative-device): |
    |  |  |
    |  | @editable |
    |  |  |
    |  | CinematicSequence : cinematic_sequence_device = cinematic_sequence_device{} |
    |  |  |
    |  | @editable |
    |  |  |
    |  | Teleporter : teleporter_device = teleporter_device{} |
    |  |  |
    |  | @editable |
    |  |  |
    |  | PlayerSpawner : player_spawner_device = player_spawner_device{} |
    |  |  |
    

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    Last updated May 12, 2026
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