New: VRTK Shu Teleport

First, the basic configuration

Basic Configuration Address

 

 

Second, the Teleport in several ways

1, based on the whole view of the base Collider Teleport

This effect by radiation, any object with a teleport to the Collider. But there will pass through the box Collider. While that is sent to Collider that, but their height is not adjusted.

a, ground Add Collider

b, the object Teleport PlayArea Introducing

BlinkTransitionSpeed: When the splash screen when the effect of long Teleport

DistanceBlinkDelay: delay the splash screen

TargetListPolicy: appropriate mechanisms Teleport

NavMesh using numerical control Teleport

 

2, highly adaptive Teleport

This effect by radiation, any object with a teleport to the Collider. There will not pass through the box Collider. I will stand on top of the box.

a, ground Add Collider

b, canceled based on the object teleport assembly PlayArea, add VRTK_HeightAdjustTeleport

Most of the properties with the same underlying transport.

LayersToIgnore: These layers do not participate in the adaptive transport height. Or will be sent, it will pass through.

 

3, moving forward fast delivery

Cancel the transfer on the basis of PlayArea, adding VRTK_DashTeleport, the script comes highly adaptive

 

4, curve Teleport Bethel

1, the VRTK_StraightPointerRenderer straight hands of deleted

2, add VRTK_BezierPointerRenderer, assigned to VRTK_Pointer property PointerRenderer

3, to solve the pointer at the end through the irregular surface

Check VRTK_BezierPointerRenderer property CuserMatchTargetRotation

 

 

Third, the locale Teleport

1, 1: Teleport rules limit

PlayArea objects add VRTK_PolicyList, assigned to TargetListPolicy

TargetListPolicy: transfer target rules

VRTK_PolicyList: Ignore transmission / x contains the following months is? tag objects.

 

 

2, NavMesh Teleport

The rules and rule 1 above may be carried out simultaneously. I.e. transmitted using automatic navigation.

NavMeshLimitDistance: NavMesh inner region (not navigate inside blank area) is also capable of transmitting inwardly 0.5m.

To use this rule, the property is not set to 0! (Since when is 0, representing the factors are ignored NavMesh not used the rule)

a, Windows - AI - Navigation - Object: which objects can be set to automatically find its way, those objects are obstacles.

b、Bake——Bake

 

3, the transfer point

a, direct effect

DestinationPoint preform drag scene, directly to wear to the direct position of the object.

EnableTeleport: Set whether the transfer point.

 

b, expansion effect 

Achieve a similar effect SteamVR Teleport area. It can be transferred anywhere on the object.

The preform is scaled to a DestinationPoint region, and to add Collider (transferred to a suitable size).

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Origin blog.csdn.net/weixin_38239050/article/details/103326739