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Question by APProjects · Dec 30, 2012 at 10:51 PM · ontriggerenterteleportontriggerstay

Simple one-way teleport?

I want to make simple teleporters for my game. I want to teleport by standing on / in the teleporter and when I press the "Interact" button (I defined it in Input settings), teleport to destination transform.

It is already working, but it's not perfect.

I tried to use OnTriggerEnter first time. It was working until I wrote the other if statement :

 if(Input.GetButtonDown ("Interact"))

II realised, OnTriggerEnter won't work as it's executed at entering (silly me). OnTriggerStay works, but it doesn't always get my input (Interact). I guess, that is because "OnTriggerStay function is on the physics timer so it wont necessary run every frame."

I was thinking what to do, but I'm out of ideas. What should I do? It's really annoying for a player if the teleporter doesn't always react. Is there other way than OnTriggerStay?

Full code (JS):

 #pragma strict
 var Destination : Transform;
 var DestinationOffsetY : float = 0.0f;
 var OnUse : boolean = false; //TO BE IMPLEMENTED
 
 @script AddComponentMenu("Custom Scripts/Gameplay/Teleport")
 
 
 function OnDrawGizmos () {
     Gizmos.DrawIcon (transform.position, "teleport.tif", true);
 }
 
 function OnTriggerStay(other : Collider) 
 {
 
 if(other.gameObject.tag=="Player")
     {
     Debug.Log("READY TO TELEPORT");
     if(Input.GetButtonDown ("Interact"))
         {
         
         other.transform.position.x = Destination.transform.position.x;
         other.transform.position.y = Destination.transform.position.y+DestinationOffsetY;
         other.transform.position.z = Destination.transform.position.z;
         Debug.Log("TELEPORT!");
         }
     }
 }
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Answer by APProjects · Dec 31, 2012 at 04:27 PM

Thank you for all the answers! They were useful! I decided to try to make it with Update.

Here it is:

 #pragma strict
 var Destination : Transform;
 var DestinationOffsetY : float = 0.0f;
 var OnUse : boolean = false;
 var ChangeYPos : boolean = false;
 private var CanTeleport : boolean = false;
 private var OtherObject: GameObject;
 
 @script AddComponentMenu("Custom Scripts/Gameplay/Teleport")
 
 
 function OnDrawGizmos () {
     Gizmos.DrawIcon (transform.position, "teleport.tif", true);
 }
 
 function OnDrawGizmosSelected () {
     if(Destination != null) {
         // Draws a blue line from this transform to the target
         Gizmos.color = Color.blue;
         Gizmos.DrawLine (transform.position, Vector3(Destination.position.x,Destination.position.y+DestinationOffsetY,Destination.position.z));
     }
 }
 
 function OnTriggerEnter(other : Collider) 
 {
 OtherObject = other.gameObject;
 if(other.gameObject.tag=="Player")
     {    
         CanTeleport = true;
     }
 }
 
 function OnTriggerExit(other : Collider)
 {
 if(other.gameObject.tag=="Player")
     {    
         CanTeleport = false;
     }
 }
 
 
 function Update()
 {
 if(CanTeleport != true) return;
 
 
     if(OnUse == false || Input.GetButtonDown("Interact"))
     {
     OtherObject.transform.position.x = Destination.transform.position.x;
     
     if(ChangeYPos)
         {
         OtherObject.transform.position.y = Destination.transform.position.y+DestinationOffsetY;
         }
     
     OtherObject.transform.position.z = Destination.transform.position.z;
     Debug.Log("TELEPORT!");
     }
 
 }
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Answer by TomPendergrass · Dec 30, 2012 at 11:02 PM

you can use OnTriggerEnter to set a boolean. then in an update function in your script, if the input is down and the boolean is true, then you can teleport.

 var usable : boolean = false;
 var lastPlayer : Collider;
 var Destination : Transform;
 var DestinationOffsetY : float = 0.0f;
 
 function OnTriggerEnter(other : Collider)
 {
     if(other.gameObject.tag == "Player")
     {
         usable = true;
         lastPlayer = other;
     }
 }
 
 function OnTriggerExit(other : Collider)
 {
     if(other.gameObject.tag == "Player")
     {
         usable = false;
     }
 }
 
 function Update()
 {
 if(!usable)
     return;
  if(Input.GetButtonDown ("Interact"))
        {
 
        lastPlayer.transform.position.x = Destination.transform.position.x;
        lastPlayer.transform.position.y = Destination.transform.position.y+DestinationOffsetY;
        lastPlayer.transform.position.z = Destination.transform.position.z;
        Debug.Log("TELEPORT!");
        }
     }
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