The options container for the teleportation module
Utility Layer SceneSearch playground for customUtilityLayerScene
if provided, this scene will be used to render meshes.
Target Mesh OptionsSearch playground for defaultTargetMeshOptions
Values to configure the default target mesh
Disable the mesh's animation sequence
Disable lighting on the material or the ring and arrow
Border Color?: string
Border color for the teleportation area
Fill Color?: string
Fill color of the teleportation area
Arrow Material?: Material
Override the default material of the torus and arrow
MeshesSearch playground for floorMeshes
A list of meshes to use as floor meshes. Meshes can be added and removed after initializing the feature using the addFloorMesh and removeFloorMesh functions If empty, rotation will still work
HandednessSearch playground for forceHandedness
Should teleport work only on a specific hand?
Blocker MeshesSearch playground for pickBlockerMeshes
Meshes that the teleportation ray cannot go through
Group IdSearch playground for renderingGroupId
use this rendering group id for the meshes (optional)
Points OnlySearch playground for snapPointsOnly
Should teleportation move only to snap points
PositionsSearch playground for snapPositions
An array of points to which the teleportation will snap to. If the teleportation ray is in the proximity of one of those points, it will be corrected to this point.
To Position RadiusSearch playground for snapToPositionRadius
How close should the teleportation ray be in order to snap to position. Default to 0.8 units (meters)
Target MeshSearch playground for teleportationTargetMesh
Provide your own teleportation mesh instead of babylon's wonderful doughnut. If you want to support rotation, make sure your mesh has a direction indicator.
When left untouched, the default mesh will be initialized.
To TeleportSearch playground for timeToTeleport
If main component is used (no thumbstick), how long should the "long press" take before teleport
Main Component OnlySearch playground for useMainComponentOnly
Disable using the thumbstick and use the main component (usually trigger) on long press. This will be automatically true if the controller doesn't have a thumbstick or touchpad.
Utility LayerSearch playground for useUtilityLayer
Should meshes created here be added to a utility layer or the main scene
Babylon XR Input class for controller