Select to view content in your preferred language

Teleport Area in Unity for the Quest 2

3087
16
Jump to solution
09-06-2022 12:29 AM
WH1981
by
Regular Contributor

Hello,

I have a question. I can turn my head in the Oculus Quest 2 and i can look around the city. I can also Continous move over the Basemap with the dumpstick of the controller but now i trying to make a teleport area on the basemap or the roads layer so that i can jump to locations ((continous move is slow:)). I have set a teleport provider on the XR Origin and often you can add the teleport area component at a gameobject that has a collider with the result you can jump on it. But the Basemap and Road layer are game objects?

Can someone help me with this?

 

 

 

 

 

WH1981_0-1662448907156.png

WH1981_1-1662449155055.png

 

0 Kudos
16 Replies
WH1981
by
Regular Contributor

Thanks! Sorry i am very new with this. Only why must i add a tag on a gameobject (reticle?) when i already have a script that add tags? And runs the scenecomponent provider script on a automatic way? I try to understand the logic of the tags and scripts.

0 Kudos
WH1981
by
Regular Contributor

On which gameobject must i add the tag in the unity editor? 

0 Kudos
IngmarWittmann
Occasional Contributor

You just have to add the Tag to the List. Via the line "gameobect.tag = "ArcGis";" in the SceneComponentProvider all Arcgis gameobjects get tagged. You can name the Tag what ever you want, i named it ArcGis.

0 Kudos
WH1981
by
Regular Contributor

Hello Ingmar,

 

Sorry but i can't find the script SceneComponentProvider. In which folder of ArcGIS Maps SDK for Unity?

 

0 Kudos
IngmarWittmann
Occasional Contributor

IngmarWittmann_0-1669115047396.png

 

0 Kudos
WH1981
by
Regular Contributor

Thanks it works!

Only one thing. When i add a custom reticle to the line visual i didn't see them. Most of the time i add this to the teleportert area component and then it works but thats now through the script.

0 Kudos
IngmarWittmann
Occasional Contributor

Custom reticle in the line visual component shouldnt be a problem, the transform position and rotation  should be zero, no collider and not to small.

0 Kudos