
| Setting | Description |
|---|---|
Add Required Interactors | Specifies which device or input types - Hands, Controllers and Hands, Controllers Driven Hands, Everything, Nothing - to add grab interactors to, if not already present. Multiple device types can be selected. |
Use MicroGestures | Specifies whether to use an L gesture or the OVR MicroGestures tap to enter Locomotion mode. |
Interactable Type | Specifies the teleport type for the interaction to be added. Changing this property makes various other related settings available which are described in the sections for each teleport type below. |
Allows Teleport | Specifies whether the teleport interactable is adding the ability to teleport to the object or blocking the ability to teleport to the object. |
| Teleport Type | Description |
|---|---|
A ColliderSurface can define hotspots in the scene that position the user at a preset location, and optionally set eye height and orientation. In the sample scene, each TeleportHotspot GameObject does this using its ColliderSurface component and TeleportInteractable’s Target Point, Eye Level, and Face Target Direction properties. | |
A PlaneSurface component can act as a fallback for the floor. In the sample scene, the HotspotVoidFloor GameObject is the fallback. To act as a fallback, the GameObject should be an infinite plane at the world origin with an extremely low Tie Breaker Score, like -100. The GameObject should also have a TeleportInteractable component with the Allow Teleport property unchecked. This way it can act as a blocker for the arc (so it does not fall through the floor) or allow teleporting all around the world floor. | |
A NavMeshSurface bakes precise areas of the scene by defining which meshes of the scene are navigation static and which are not. Nav Mesh Surfaces can reference specific areas of the baked navigation data so the arc can hit them. In the sample scene, the NavMeshHotspotUpstairs GameObject uses a NavMeshSurface component. | |
A PhysicsLayerSurface checks all colliders in the scene in an specific Layer such as the Default layer. Physics Layer Surfaces are extremely useful to quickly make all colliders in a scene a teleport target or a blocker for the teleport arc. |
| Setting | Description |
|---|---|
Hotspot Snap | Determines how the user’s position and orientation is affected by teleporting to the hotspot. |
| Setting | Description |
|---|---|
Walkable Area Name | Specifies the name of the area of the NavMesh that can be teleported to. |
| Setting | Description |
|---|---|
Layer Mask | Specifies the physics layers whose objects can be teleported to. Multiple physics layers can be selected. |