========== Teleporters ========== Teleporters use the ''TTT Trigger Teleport'' component. Add it to an empty GameObject, then size the trigger collider to cover the area that should teleport players. {{::jn1fq1d.png?nolink&400|}} ===== Basic Setup ===== - Create an empty GameObject for the teleporter. - Add ''TTT Trigger Teleport''. - Resize the collider box to fit the teleport area. - Create a separate empty GameObject for the destination. - Put the destination object where the teleported player's feet should arrive. - Set ''Destination Object'' directly with the dropper tool, or set ''Destination Name'' to the destination GameObject's name. {{::v40n0r5.png?nolink&400|}} ===== Destination Options ===== ^ Option ^ What it does ^ | ''Destination Object'' | Direct reference to the destination GameObject. | | ''Destination Name'' | Finds a destination by exact GameObject name. | | ''Randomize Named Matches'' | If more than one object matches ''Destination Name'', chooses a random match instead of the first one found. | | ''Use Destination Rotation'' | If enabled, the player faces the destination object's rotation after teleporting. Disable it to preserve the player's current facing. | ===== Safety Behavior ===== Teleporters try to place the player safely at the destination. If the destination is missing or blocked, the teleport fails instead of trapping the player inside geometry. ''Reentry Cooldown Seconds'' prevents the same player from immediately bouncing back and forth between chained teleport triggers. The default is short, but it is usually enough for paired teleporters. ===== Map IO Outputs ===== ^ Output ^ When it fires ^ | ''TargetsOnTeleported'' | Fired after a player is successfully teleported. | | ''TargetsOnTeleportFailed'' | Fired when the destination is missing or blocked. | You can use these outputs to play effects, trigger sounds, lock a trap after use, or branch logic when a teleport destination is unavailable. ===== Common Mistakes ===== * Forgetting to give the destination object a unique name when using ''Destination Name''. * Putting the destination inside the floor or too close to solid geometry. * Creating two teleporters that immediately touch each other's trigger volumes without enough spacing.