As you have the events, when you go to a different layout from Layout1, you have not recorded where you came from, so on the next layout you try to create an object at Exit.LeadsTo where neither LeadsTo equals the previous layout's name. You could use On End of Layout and store the current layout's name in a variable, then compare that variable to the Exit.LeadsTo in the create function. There's another problem you will encounter when you fix that issue - when you create a player on top of an exit, the on collision trigger will fire and you'll end up travelling to a different room, only for the player to be created on top of an exit again, and so on, every tick...