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Question by mairasebastiao · May 05, 2021 at 07:07 PM · webglteleporting

Virtual tour - teleporting not working

I am developing a project in Unity that works like a virtual tour in a building. Basically, it starts with the 3D model with some interectable buttons in it. When the user clicks in these buttons, it is teleported to the center of a sphere with a 360 image of the building as a texture. The main problem is with the teleport script, because I also have attached to the player a free flight controller. When I'm in play mode, if I don't move the player (through the free flight controller) the teleporting works fine (the player is teleported to the sphere). But if I move de player, seems like it gets other position as reference, and teleport to a random place.

Ps.: I'm using the WebXR Camera Set available in Unity Asset Store (WebXR exporter), so it can be visualized in a web page (wegGL export mode).

Anyone had a similar problem and knows how to help me??? Its for a research project and I really don't know what else to do.

For now, this is my teport script:

using System.Collections; using System.Collections.Generic; using UnityEngine; using WebXR;

public class Teleporting : MonoBehaviour { public GameObject Player; public Transform teleportSphere; public Vector3 startPosition; public GameObject MainCamera;

 void Start()
 {

     MainCamera = GameObject.Find("CameraMain");
     DesertFreeFlightController dffc = MainCamera.GetComponent<DesertFreeFlightController>();
     dffc.enabled = true;

     startPosition = new Vector3(0, 0, 0);

 }
 void OnMouseDown()
 {
     Debug.Log(transform.position);

     MainCamera = GameObject.Find("CameraMain");
     DesertFreeFlightController dffc = MainCamera.GetComponent<DesertFreeFlightController>();

     dffc.enabled = false;

     Player.transform.position = teleportSphere.transform.position;

     dffc.enabled = true;
     dffc.translationEnabled = false;
     dffc.rotationEnabled = true;

 }

}

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