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Moving (teleporting) player and camera when they enter a certain area
Hello all,
I was recently working on a little project called cube. Basically you control a cube that you move around, but when you get to a certain point i want the cube to teleport and also the camera to move. Is there any way of doing this?. I want it so that if the cube gets within a certain area i want it to teleport.
Thanks!
Answer by duck · Feb 16, 2010 at 10:05 AM
You should use Triggers to achieve this.
Create a new GameObject to represent the trigger area. Choose the most appropriate shape. This will be the area that you have to enter in order to cause the teleport to occur.
Now select the new object you just made, and tick the "Is Trigger" option in the collider component, shown in the inspector pane. This changes the collider from a solid object to an area that you can walk into.
Un-tick the "Mesh Renderer" component, so that the GameObject becomes invisible.
You probably also want to specify a destination for the teleporter, and an easy way to do this is to create another invisible GameObject. This time however you don't need a collider either, so it's best to use "Create Empty" to create a completely empty GameObject. Name it "Teleport Destination".
Now, depending on how you want the teleporter to work, you need to either add some script to the teleporter object, or to the player object.
If you want the teleporter to teleport any object which enters it, add a script something like this to the teleporter object:
var destination : Transform;
function OnTriggerEnter(other : Collider) { other.transform.position = destination.position; }
If you only want the player to teleport when it enters the trigger, you should make sure your player object is tagged as "Player", then add a check for this in your teleporter script, making it look more like this:
var destination : Transform;
function OnTriggerEnter(other : Collider) { if (other.tag == "Player") { other.transform.position = destination.position; } }
See the Colliders Manual Page for more information about triggers.
Now for the camera. If your camera is parented to your player (as it is, in the case of the first-person controller prefab), then you need do nothing. The camera will be moved along with the player automatically.
If you're using a chase-style camera however, you'll probably want to make the camera jump the same relative distance as the player just jumped. You could do this by measuring the distance that the player moved, and then adding that distance to the camera too - something like this:
var destination : Transform;
function OnTriggerEnter(other : Collider) { if (other.tag == "Player") { var startPosition = other.transform.position; other.transform.position = destination.position; var moveDelta = other.transform.position - startPosition; Camera.main.transform.position += moveDelta; } }
it worked perfect for me thank you , but i still have rotation problem i want the player to teleport and rotate 90 degree to the right so pls can you help ; thanks in advance ^^
Adjust the Objects transform.localEularAngles.
HI,
I know this might be a stupid question, but I need to know. I did it exactly the way mentioned above, but I can't seem to set the players position the same as the destination. What happens is, when I press play, the object falls into the trigger and kind of teleports into itself, ins$$anonymous$$d of teleporting to the destination location.
However, when I set the destination location as new Vector3(x,y,z), where x y z are hard coded positions of the destination, it works ! !
Why is that so ?
So a little context, I am working on the 5.0 version The solution mentioned here is from at time when Unity was in 4 or lower. Not sure if that'd make a difference, because logically, this solution works, but in practice it isn't working.
I have attached a snipping of the code I've written, that is not working, the line that is commented off is the hard coded vector3 that works.
Cheers for the response.
Answer by Ashkan_gc · Feb 16, 2010 at 11:40 AM
you can teleport b setting the transform.position directly to a position vector. to see if you are in a certain area simple put a collider (with is trigger enabled) in that area and put your teleporting code inside OnTriggerEnter.
void OnTriggerEnter (Collider other)
{
if (other.name == "your object name")
{
other.transform.position = new Vector3(300,100,0);
camera.main.transform.position = new Vector3 (300,100,0);
}
}
Answer by lollevel · Feb 16, 2010 at 12:36 PM
You could also use this simple aproach I used when testing alternatives for respawning a character that collided with some object.
You put this in the object that has a collider and has the box "is trigger" activated
//this will be our "respawn point" var startPosition : Transform;
//when it collides with the object (a portal or anything) function OnTriggerEnter(theCollider : Collider) { //the object that collided (our player for example) //will now have the same position in space as the "respawn point" theCollider.transform.position = startPosition.position; }
After you put this script in the object that you want (portal), you create an empty object (lets call it "respawn point"). and finally you just need to drag the "respawn point" game object in the "startPosition" var (on unity editor) and it will work.
er... isn't that exactly the same as my first example? :-)
Sorry, just copy / pasted one of my scripts from one of my projects, didn't read your answer =)
Answer by Elicoor · Feb 19, 2010 at 04:54 PM
Thanks Everyone for the help!. How do i mark this as answered?
make sure you comment on stuff like that, only "Answer" a question if you are answering it, otherwise hit the add comment
Answer by Zac.du · Dec 13, 2010 at 03:44 AM
How can make the teleport point to teleport between 2 points?
Means point A teleport to point B then in the same object i can teleport back to point A.