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Teleport Quick Action

Updated: Nov 3, 2025
Interaction SDK provides a Teleport quick action utility, available via the right-click menu in the Heirarchy panel, to automate setting up objects within the scene to be targets for teleporting.
Teleport Hotspot
This simplifies the process of setting up teleport interactions in a scene, making it easier for developers to create worlds the user can experience by moving around.

How does the Teleport Quick Action work?

The Teleport Wizard, which contains settings and required component options for configuring the Teleport quick action, is displayed when the Teleport quick action is selected. Once configured, the user can click Create and the quick action will handle creating all necessary components and wiring everything up to create a teleport target. The settings and required components are explained below.

Settings

SettingDescription
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

Teleport TypeDescription
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.
Hotspot
SettingDescription
Hotspot Snap
Determines how the user’s position and orientation is affected by teleporting to the hotspot.
SettingDescription
Walkable Area Name
Specifies the name of the area of the NavMesh that can be teleported to.
Physics Layer
SettingDescription
Layer Mask
Specifies the physics layers whose objects can be teleported to. Multiple physics layers can be selected.

Required Components

A teleport interaction requires the following components to be present on the teleport target object:
  • a Collider component on the teleport target object for a hotspot teleport so intersections with the teleport ray can be calculated.
  • a Transform component to specify the position and orientation of the teleport target object.

Optional Components

A teleport interaction can use the following components to be present, if desired:
  • a Locomotor component to receive events from the interactor.
  • a Transform component to specify the position and orientation to snap the user’s head to when performing a hotspot teleport.

Learn more

Design Guidelines

Locomotion

User Considerations

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