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VRTK_BasicTeleport

Overview

The basic teleporter updates the user's x/z position in the game world to the position of a Base Pointer's tip location which is set via the DestinationMarkerSet event.

The y position is never altered so the basic teleporter cannot be used to move up and down game objects as it only allows for travel across a flat plane.

Inspector Parameters

  • Blink To Color: The colour to fade to when blinking on teleport.
  • Blink Transition Speed: The fade blink speed can be changed on the basic teleport script to provide a customised teleport experience. Setting the speed to 0 will mean no fade blink effect is present.
  • Distance Blink Delay: A range between 0 and 32 that determines how long the blink transition will stay blacked out depending on the distance being teleported. A value of 0 will not delay the teleport blink effect over any distance, a value of 32 will delay the teleport blink fade in even when the distance teleported is very close to the original position. This can be used to simulate time taking longer to pass the further a user teleports. A value of 16 provides a decent basis to simulate this to the user.
  • Headset Position Compensation: If this is checked then the teleported location will be the position of the headset within the play area. If it is unchecked then the teleported location will always be the centre of the play area even if the headset position is not in the centre of the play area.
  • Target List Policy: A specified VRTK_PolicyList to use to determine whether destination targets will be acted upon by the Teleporter.
  • Nav Mesh Limit Distance: The max distance the teleport destination can be outside the nav mesh to be considered valid. If a value of 0 is given then the nav mesh restrictions will be ignored.

Class Events

  • Teleporting - Emitted when the teleport process has begun.
  • Teleported - Emitted when the teleport process has successfully completed.

Unity Events

Adding the VRTK_BasicTeleport_UnityEvents component to VRTK_BasicTeleport object allows access to UnityEvents that will react identically to the Class Events.

  • All C# delegate events are mapped to a Unity Event with the On prefix. e.g. MyEvent -> OnMyEvent.

Event Payload

  • float distance - The distance between the origin and the collided destination.
  • Transform target - The Transform of the collided destination object.
  • RaycastHit raycastHit - The optional RaycastHit generated from when the ray collided.
  • Vector3 destinationPosition - The world position of the destination marker.
  • Quaternion? destinationRotation - The world rotation of the destination marker.
  • bool forceDestinationPosition - If true then the given destination position should not be altered by anything consuming the payload.
  • bool enableTeleport - Whether the destination set event should trigger teleport.
  • VRTK_ControllerReference controllerReference - The optional reference to the controller controlling the destination marker.

Class Methods

InitDestinationSetListener/2

public virtual void InitDestinationSetListener(GameObject markerMaker, bool register)

  • Parameters
  • GameObject markerMaker - The game object that is used to generate destination marker events, such as a controller.
  • bool register - Determines whether to register or unregister the listeners.
  • Returns
  • none

The InitDestinationSetListener method is used to register the teleport script to listen to events from the given game object that is used to generate destination markers. Any destination set event emitted by a registered game object will initiate the teleport to the given destination location.

ToggleTeleportEnabled/1

public virtual void ToggleTeleportEnabled(bool state)

  • Parameters
  • bool state - Toggles whether the teleporter is enabled or disabled.
  • Returns
  • none

The ToggleTeleportEnabled method is used to determine whether the teleporter will initiate a teleport on a destination set event, if the state is true then the teleporter will work as normal, if the state is false then the teleporter will not be operational.

ValidLocation/2

public virtual bool ValidLocation(Transform target, Vector3 destinationPosition)

  • Parameters
  • Transform target - The Transform that the destination marker is touching.
  • Vector3 destinationPosition - The position in world space that is the destination.
  • Returns
  • bool - Returns true if the target is a valid location.

The ValidLocation method determines if the given target is a location that can be teleported to

Teleport/1

public virtual void Teleport(DestinationMarkerEventArgs teleportArgs)

  • Parameters
  • DestinationMarkerEventArgs teleportArgs - The pseudo Destination Marker event for the teleport action.
  • Returns
  • none

The Teleport/1 method calls the teleport to update position without needing to listen for a Destination Marker event.

Teleport/4

public virtual void Teleport(Transform target, Vector3 destinationPosition, Quaternion? destinationRotation = null, bool forceDestinationPosition = false)

  • Parameters
  • Transform target - The Transform of the destination object.
  • Vector3 destinationPosition - The world position to teleport to.
  • Quaternion? destinationRotation - The world rotation to teleport to.
  • bool forceDestinationPosition - If true then the given destination position should not be altered by anything consuming the payload.
  • Returns
  • none

The Teleport/4 method calls the teleport to update position without needing to listen for a Destination Marker event. It will build a destination marker out of the provided parameters.

ForceTeleport/2

public virtual void ForceTeleport(Vector3 destinationPosition, Quaternion? destinationRotation = null)

  • Parameters
  • Vector3 destinationPosition - The world position to teleport to.
  • Quaternion? destinationRotation - The world rotation to teleport to.
  • Returns
  • none

The ForceTeleport method forces the position to update to a given destination and ignores any target checking or floor adjustment.

Example

VRTK/Examples/004_CameraRig_BasicTeleport uses the VRTK_SimplePointer script on the Controllers to initiate a laser pointer by pressing the Touchpad on the controller and when the laser pointer is deactivated (release the Touchpad) then the user is teleported to the location of the laser pointer tip as this is where the pointer destination marker position is set to.