Publisher | HB Engineering & Development |
---|---|
File size | 2.99MB |
Number of files | 34 |
Latest version | 1.0.0 |
Latest release date | 2023-05-31 03:29:16 |
First release date | 2023-05-31 03:29:16 |
Supported Unity versions | 2018.4.2 or higher |
This is, as far as I can tell, a novel approach to the use of portals in locomotion. It acts as a middle ground between blink teleportation and the portal movement from games like Budget Cuts. You use a ray cast from your hand to indicate where you want to go, as we're all used to in VR. A portal spawns where you indicated, expanding until it fills your vision. This serves two purposes.
First, there is no sense of movement, so you don't have any nausea like with smooth or dash locomotion. Second, there is no disembodiment or loss of sense of physical location caused by the instant transition of a teleport.
The system also lets you adjust the speed of the movement, and by default the transition takes longer the farther away you are teleporting. You can also control maximum movement distance.
Things not accounted for here (yet):
- What this looks like to other players (basically you blink teleport from their perspective). I figured you'd have your own ideas for how this should look.
- I would like to shadowbox the world around the portal during the animation, but I haven't figured out how to do that yet.
- I don't have any of the niceties of a normal rig, like hands or a body.
- The custom rig here has two player cameras. It might work with one though...
- Sound! I'd like to add optional sound effects to drive home the effect
Please send all feedback here: Teleportals Feedback
Thanks to Freya Holmér for answering my questions years ago on Twitter regarding the technical approach used in the Budget Cuts portals, which helped me eventually do this. Also thanks to noisecrime who developed the stencil shader I based mine off of. You can find their original project here: GitHub - noisecrime/Unity-StencilPortalRoomCube: Example Unity Project illustrating how to use stencils to create volumes that share the space via portals