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The objective is to allow an experience to have normal teleporting via a curved pointer while also having Spatial Targets with the "Use Target Override" option. Specifically, when the TargetOverride object has been rotated around the Y to face another direction. With this implementation the user can teleport around a scene, then use a spatial target point to climb some stairs automatically or get to the top of a ladder without having to aim the teleporter on top of a ledge they cannot see, which is very difficult, or having to use artificial locomotion. It is also usually helpful to turn the user during the teleport to face a specific direction so they are not facing the same direction they were when they initiated the spatial target. This could leave the user looking off a steep cliff, staring directly into a wall, etc.
To achieve this add a Locomotors.Teleport.Instant prefab to your scene.
Set "Apply Destination Rotation" set to false (unchecked).
When setting up TeleportTarget Points that use the "Use Target Override" option open up the Activated event on that Teleport Target Facade and add an event.
Drag the Locomotors.Teleport.Instant prefab object from your hierarchy into the event and select TeleporterFacade.ApplyDestinationRotation as the method.
Check the box to so this event turns on that option.
Now select the Deactivated event on your Teleport Target Facade and add another event.
Drag the Locomotors.Teleport.Instant prefab from your hierarchy into the event and select TeleporterFacade.ApplyDestinationRotation as the method.
Uncheck the box to so this event turns off that option.
Select your Locomotors.Teleport object in the Hierarchy and set the Offset usage option to "Offset Always With Destination Rotation"
Once your pointers and rules are setup as per normal documentation you should be able to teleport around the scene, and when selecting a teleport point with rotation override it should teleport you to the location and face the camera in the transform.forward of the override object. Teleporting away from that point should NOT apply any additional rotation since the option has been turned off.
The text was updated successfully, but these errors were encountered:
The objective is to allow an experience to have normal teleporting via a curved pointer while also having Spatial Targets with the "Use Target Override" option. Specifically, when the TargetOverride object has been rotated around the Y to face another direction. With this implementation the user can teleport around a scene, then use a spatial target point to climb some stairs automatically or get to the top of a ladder without having to aim the teleporter on top of a ledge they cannot see, which is very difficult, or having to use artificial locomotion. It is also usually helpful to turn the user during the teleport to face a specific direction so they are not facing the same direction they were when they initiated the spatial target. This could leave the user looking off a steep cliff, staring directly into a wall, etc.
To achieve this add a Locomotors.Teleport.Instant prefab to your scene.
Set "Apply Destination Rotation" set to false (unchecked).
When setting up TeleportTarget Points that use the "Use Target Override" option open up the Activated event on that Teleport Target Facade and add an event.
Drag the Locomotors.Teleport.Instant prefab object from your hierarchy into the event and select TeleporterFacade.ApplyDestinationRotation as the method.
Check the box to so this event turns on that option.
Now select the Deactivated event on your Teleport Target Facade and add another event.
Drag the Locomotors.Teleport.Instant prefab from your hierarchy into the event and select TeleporterFacade.ApplyDestinationRotation as the method.
Uncheck the box to so this event turns off that option.
Select your Locomotors.Teleport object in the Hierarchy and set the Offset usage option to "Offset Always With Destination Rotation"
Once your pointers and rules are setup as per normal documentation you should be able to teleport around the scene, and when selecting a teleport point with rotation override it should teleport you to the location and face the camera in the transform.forward of the override object. Teleporting away from that point should NOT apply any additional rotation since the option has been turned off.
The text was updated successfully, but these errors were encountered: