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Question by Bogdan003 · Oct 28, 2019 at 10:01 AM · collisionscript.portal

Infinite portal loop!

i am having a problem with my portal game.when im teleporting to the second portal it teleports me back to the first one, creating an infinite loop

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class teleport_player : MonoBehaviour
 {
     public Transform teleportTarget;
     private Transform player;
     public GameObject thePlayer;
     public GameObject theSelf;
     private Transform self;
     bool canteleport;    
     void OnTriggerEnter(Collider other)
     {
         canteleport = true;
 
         if (canteleport)
         {
             canteleport = false;
             player = thePlayer.transform;
             self = theSelf.transform;
             thePlayer.transform.position = teleportTarget.transform.position;
             if (teleportTarget.rotation.y == self.rotation.y )
             thePlayer.transform.rotation = Quaternion.Euler(player.rotation.eulerAngles.x, teleportTarget.rotation.eulerAngles.y - 180, player.rotation.eulerAngles.z);
             new WaitForSeconds(1);
             canteleport = true;
         }
        
     }
 }
 

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Answer by Hellium · Oct 28, 2019 at 10:20 AM

Following code not tested:

 using UnityEngine;
 
 public class teleport_player : MonoBehaviour
 {
     public Transform teleportTarget;
 
     // Static so that all teleporters share the same value
     private static float lastTeleportationTime;
 
     void OnTriggerEnter(Collider other)
     {
         if(Time.time - lastTeleportationTime < 5) // Delay of 5 seconds to prevent infinite loops
             return ;
 
         Transform player = other.transform;
 
         player.position = teleportTarget.position;
         if ( Mathf.Approximately(teleportTarget.eulerAngles.y, transform.eulerAngles.y) )
             player.Rotate(0, 180, 0);
 
         lastTeleportationTime = Time.time;
     }
 }
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avatar image Bogdan003 · Oct 28, 2019 at 11:58 AM 0
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didn't work :/

avatar image Hellium Bogdan003 · Oct 28, 2019 at 12:22 PM 0
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What "didn't work"? I have fixed the self.eulerAngles.y, tested, and it works fine with a very simple scene (one cube, one plane, two trigger objects)

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