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using UnityEngine;
public class EndlessHallway : MonoBehaviour
{
public Transform teleportPoint; // Point to teleport player back to
public Vector3 teleportRotation = new Vector3(0, 0, 0); // Desired rotation after teleport (default facing forward)
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
// Log the player's world position
Debug.Log("Player Position (World): " + other.transform.position);
// Log the trigger's world position
Debug.Log("Trigger Position (World): " + transform.position);
// Calculate offset only for horizontal alignment
Vector3 offset = new Vector3(
other.transform.position.x - transform.position.x,
0, // Ignore vertical offset for vertical alignment
other.transform.position.z - transform.position.z
);
Debug.Log("Offset from Trigger to Player (Horizontal): " + offset);
// Handle teleportation
CharacterController cc = other.GetComponent<CharacterController>();
if (cc != null)
{
cc.enabled = false; // Disable to allow teleportation
other.transform.position = teleportPoint.position + offset; // Apply horizontal offset
cc.enabled = true; // Re-enable after teleporting
}
else
{
other.transform.position = teleportPoint.position + offset; // Apply horizontal offset
}
// Optionally adjust rotation
other.transform.rotation = Quaternion.Euler(teleportRotation);
Debug.Log("Player teleported to: " + other.transform.position);
}
}
}
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