Warp Volumes
A Warp Volume allows a builder to teleport, or warp, a user from one location to another in the same Space. It is also possible to warp the player once they interact with the asset.
It uses any game object transform in the space as a target. You can assign the orientation to face the same direction as the target object, or it will keep the same orientation as when you teleport.
Setting up a Basic Warp Volume
Create an empty gameobject
Assign the Warp Volume component
Add a Box Collider (other collider types should work)
Make sure to make the collider 'Is Trigger' to true. If you don't do this the collider will simply be a collider and not work.
Adjust the box collider so that as soon as the user connects with it, they will be warped
Drag the asset that you would like to warp to onto the Warp Target field
An empty game object would be a good example
Select if the orientation is to the target (Use Rotation) or not
If you select local and pivot at the top right, the front direction is the blue arrow
Setting up an Interactive Warp Volume
Create an empty gameobject
Assign the 'Mona Warp' component
Add a Box Collider (other collider types should work)
Select 'Use Rotation' if you want the user to face the direction of the warp target.
Select the 'On Interact' option in the Mona Warp component.
Make sure to make the collider 'Is Trigger' to false. If you don't do this the collider will not be interactable. Note the collider has to be a physical collider due to how Raycasting is done in Unity.
Adjust the box collider with the Edit Collider button to take up the area that the user can 'see' it. When the user reticle is over this asset, they can press 'E' to warp.
Drag the asset that you would like to warp to onto the Warp Target field
An empty game object would be a good example
Select if the orientation is to the target (Use Rotation) or not
If you select local and pivot at the top right, the front direction is the blue arrow
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