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Teleport — Changelog

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All notable changes to this pack are recorded here.

The format follows Keep a Changelog and the pack follows Semantic Versioning.

The version below must always match the one declared in Runtime/AssemblyInfo.cs — that is the version the FOS Hub shows, and the one the Hub compares against the installed Core.


Nothing yet.


First release. Requires FOS Essentials Core 1.0.0.

Components

  • FOSTeleporterBase — abstract, holds the destination, the options and the move itself. A new trigger is a three-line class deriving from it.
  • FOSTeleportInteract — triggered by the player’s interaction.
  • FOSTeleportTrigger — triggered by entering a volume.
  • FOSTeleportButton — triggered by a UI Button.

Options

  • Destination transform: position and rotation are both used.
  • Keep momentum, off by default — arriving at full speed makes the player slide or fall.
  • Align play space, for VR, when the destination must be faced precisely.
  • Cooldown before the teleporter can fire again.
  • Optional AudioSource played locally.
  • Listeners notified through the public OnFOSTeleported() event.

Editor tooling

  • Automatic OnClick wiring for the button variant, including detection of an existing wiring through SerializedObject, argument included. Wiring it by hand means aiming at the UdonBehaviour rather than the visible component and typing the event name without a typo — and a typo raises no error at all, the button simply does nothing.
  • Missing Collider reported on the interact and trigger variants, with Is Trigger offered as a one-click fix. Both are otherwise completely silent failures.
  • Interface translated into English, French, Spanish and German.

Prefabs

  • FOSTeleportInteract, FOSTeleportTrigger, FOSTeleportButton.
  • Teleporting is local, and that is a property of the platform rather than a choice: the VRChat API refuses to move a remote player. Each client moves its own player, so the pack costs no networking, no ownership and no bandwidth — and the player is still moved for everyone, because VRChat already synchronises their position.
  • OnPlayerTriggerEnter fires on every client for every player entering the volume. FOSTeleportTrigger checks player.isLocal before anything else; without it a remote player walking through the trigger would teleport the local player standing elsewhere.
  • The cooldown lock is set before the move: teleporting makes the player leave and enter volumes, and those events can come back in the same frame.
  • The reasoning behind each of these choices is in README.md.