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Adding A Teleporter

  • Level: Beginner

  • Reading Time: 10 minutes

  • Checked with: Unity 2018.3.10f1


A popular way to move around a virtual space is via teleporting. This is the concept where the user can mark out a destination location within the virtual world and be transported to that location automatically without any further input.

There are two main types of teleporting:

Useful definitions


Let’s Start

Step 1

Expand the VRTK directory in the Unity Project window until the VRTK -> Prefabs -> Locomotion -> Teleporters directory is visible to show the two current teleport choices of Teleporter.Dash and Teleporter.Instant. Both of these options work in a similar way and provide the same public API into the underlying prefab. For this example, we’ll use the Teleporter.Instant prefab. Drag and drop the Teleporter.Instant prefab into the Hierarchy window.

Drag Teleporter Instant To Hierarchy

Step 2

Select the Teleporter.Instant prefab in the Unity Hierarchy and change the Teleporter Facade component to configure the base functionality of the Teleporter.

We must specify some data so the teleporter knows what to move when we teleport and how to move it.

The Target parameter on the Teleporter Facade component determines which GameObject to actually move on the teleport method. Usually, the Camera Rig is the GameObject that we want to move as it contains our virtual player.

If the scene is set up with multiple SDK Camera Rigs due to wanting to support different hardware requirements, then you’ll see it’s not possible to assign all of these Camera Rigs to the Target parameter on the Teleporter Facade component. We also don’t want to add multiple Teleporter.Instant prefabs to the scene for each Camera Rig.

This is where the TrackedAlias prefab helps out. The TrackAlias prefab provides aliases for the common virtual player GameObjects such as the Play Area, Headset and Controllers. See Adding A TrackedAlias for more information.

Expand the TrackedAlias GameObject in the Unity Hierarchy to expose the child GameObjects then drag and drop the TrackedAlias -> PlayAreaAlias GameObject into the Target parameter on the TeleporterFacade component.

This tells the Teleporter that when we teleport, we want to move the Play Area to the new location which will essentially move our virtual player to the new location.

Note: Don’t set the Headset as the Target because this is always updated to match the real world physical Headset position so the virtual GameObject position will always be instantly override.

Drag And Drop Play Area Alias To Target Parameter

Step 3

When the Target is teleported, the destination location will become the new central position of the Target GameObject. Because our virtual Play Area represents our real world Play Area, this means that if the user walks around their real world Play Area then their position is actually offset inside the Play Area.

This can have an effect when teleporting the user because the user may actually expect to end up standing exactly on the spot where they marked as the destination location. If we just move the Play Area GameObject to match the destination location then the user will still be offset from that destination location and not end up where they expected.

Diagram Of How Teleport Location May Require An Offset

This diagram shows the issue in where once the user teleports from their original location, because they are not standing in the center of their Play Area then after teleporting the Play Area matches the destination location but their actual location is not exactly on the spot where they marked as the destination location.

The user may actually expect when they teleport to be standing in the exact location of the destination location and therefore their current real world position in relation to their real world Play Area needs to be taken into consideration when moving the Target.

The Offset parameter on the TeleporterFacade component helps with this situation. The Offset parameter determines another GameObject that can be used to describe this offset to take into consideration when moving the Target, in this case the offset is the difference between the user’s Headset position in relation to their Play Area.

So to provide this offset data to the Teleporter we simply need to drag and drop the TrackAlias -> HeadsetAlias GameObject into the Offset parameter on the TeleporterFacade component.

Drag And Drop Headset Alias To Offset Parameter

Step 4

Both the Teleporter.Instant and Teleporter.Dash have the ability to fade the screen in and out by doing a Camera Blink whenever an instant location change occurs. This instant location change occurs on moving to the destination location for the Teleporter.Instant prefab and in both prefabs when the Teleporter snaps to the nearest floor to prevent the user walking out into space above a valid floor.

To perform this Camera Blink, the Teleporter needs to know about the cameras in the scene to apply the fade to. The Camera Validity parameter on the TeleporterFacade component allows us to specify a simple way of linking this up. The TrackedAlias prefab contains a Rule of all known scene cameras on the TrackedAlias -> SceneCameras GameObject so drag and drop the TrackAlias -> SceneCameras GameObject into the Camera Validity parameter on the TeleporterFacade component.

Drag And Drop Scene Cameras To Camera Validity Parameter

Step 5

Now we have a fully working Teleporter in the scene, we just need a way to tell the Teleporter to move to the desired destination location.

We already have a Pointer prefab in our Unity Hierarchy so there is a way of marking out a destination location on valid areas of the virtual world. We just need to hook up the Pointer prefab to tell the Teleporter prefab to move to where it is pointing.

Let’s set up the Pointer prefab in the scene so it will tell the Teleporter to teleport our user to the Pointer destination location when the Selection Action occurs.

The Pointer should already have an Activation Action of the Trackpad being touched will activate the Pointer, so let’s make it so actually pressing the Trackpad down does the Selection Action for the Pointer.

This example assumes you are using the Curved Pointer prefab that was set up in the Adding A Curved Pointer guide.

Expand the UnityXR.OpenVR.LeftController -> Trackpad GameObject in the Unity Hierarchy to expose the Press[8] GameObject. This contains the Unity Button Action that listens for when the Left OpenVR Controller Trackpad button is pressed.

Select the ObjectPointer.Curved GameObject in the Unity Hierarchy then drag and drop the UnityXR.OpenVR.LeftController -> Trackpad -> Press[8] GameObject into the Selection Action parameter on the Pointer Facade component.

Drag And Drop Trackpad Press to Selection Action Parameter

Step 6

The Curved Pointer prefab will now emit the destination location data whenever the user presses the Left OpenVR Controller Trackpad button so all we need to do is hook up that selection event to call the Teleporter.

Click the + symbol in the bottom right corner of the Selected event parameter on the Object Pointer component found on the ObjectPointer.Curved GameObject then drag and drop the Teleporter.Instant GameObject into the box that appears and displays None (Object).

Drag And Drop Teleporter To Pointer Activated Event Listener

Select a Function to perform when the Selected event is emitted. For this example, select TeleporterFacade -> Teleport (be sure to select `Dynamic EventData - Teleport for this example).

Set Selected Listener To Teleporter Teleport Action


Play the Unity scene and touch the Trackpad on the Left Controller and the Curved Pointer will emit the beam to the destination location on the floor where you wish to be teleported to. Pressing the Trackpad on the Left Controller will initiate the Selected event on the Curved Pointer, which in turn tells the Teleporter to teleport to the Pointer’s destination. You will now be able to teleport around the scene.