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TeleportCandidateComputer Class

Extends MonoBehaviour
Simple strategy to compute the best teleport candidate.
It iterates the list of candidates and score them based on the distance along the arc, returning the closest to the origin of the arc. It also supports checking blockers between a logical position and the arc origin.

Properties

BlockCheckOrigin : Transform
[Get][Set]
Optional.
When assigned, the segment from this point to the arc origin will check for blockers. You can assign it to a physics hand to prevent users from teleporting when clipping the arc through a wall.
Signature
Transform Oculus.Interaction.Locomotion.TeleportCandidateComputer.BlockCheckOrigin
EqualDistanceThreshold : float
[Get][Set]
(Meters, World) The threshold below which distances to a interactable are treated as equal for the purposes of ranking.
Signature
float Oculus.Interaction.Locomotion.TeleportCandidateComputer.EqualDistanceThreshold

Protected Methods

Awake ()
Signature
virtual void Oculus.Interaction.Locomotion.TeleportCandidateComputer.Awake()
Returns
void

Methods

ComputeCandidate ( TeleportArc , interactables , tiebreaker , hitPose )
Signature
virtual TeleportInteractable Oculus.Interaction.Locomotion.TeleportCandidateComputer.ComputeCandidate(IPolyline TeleportArc, in InteractableSet interactables, ComputeCandidateTiebreakerDelegate tiebreaker, out TeleportHit hitPose)
Parameters
TeleportArc: IPolyline
interactables: in InteractableSet
tiebreaker: ComputeCandidateTiebreakerDelegate
hitPose: out TeleportHit