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Teleporter
The teleporter is a trigger volume that, when touched by the player, teleports them to a new location, punctuated by a fade to black.
Each Teleport has a configurable "Teleport To" target. This can be any GameObject in your map. The player will be teleported to that location when they touch the trigger, so it should be in a safe, unobstructed location, not inside a wall or beneath the map.
Correctly linking "Teleport To" is vital and varied depending on the style of teleporter.
You can also resize the nested trigger GameObject to change the area the player must hit to teleport.
Door-style teleports are created in pairs. For example, the entrance and exit to every Roboboy Post room is a pair of teleporters.
In this example, we have two teleports forming a crude elevator: DoorTeleporterA
on the ground and DoorTeleporterB
on the raised platform.
Teleport "A" must teleport the player to the ExitSpawner
of "B" and vice-versa.
To configure this, click DoorTeleporterA
, then drag the ExitSpawner
of DoorTeleportB
onto "A"'s "Teleport To." To Link B back to A, do the same with the opposite teleporter and exit.
This style of teleport prevents the player from falling into the void, teleporting them to a known safe location on the map.
The trigger for this teleport is intentionally massive, to catch players you have clipped out of bounds anywhere beneath the map.
The "Teleport To" on this prefab is pre-configured to point to its own respawn location. You can move this spawn object or re-link the teleport to any other object in the map.
Teleports are trigger volumes and are invisible in-game unless you use our Debug menu to make them visible. They should be accompanied by visible objects to make it obvious to the player they can teleport.
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