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hridpath avatar hridpath commented on August 25, 2024 1

FYI... I have been able to work around this issue by setting the MainCamera's postion.y to 1.75.
It was set to zero as well as the PlaySpace. I had seen in documentation or video that the Splayspace and camer be set to zero and that the terrain should be lowered to the appropriate postion.y.

However, the HotSpot remains null.

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hridpath avatar hridpath commented on August 25, 2024

Debugging shows that the HotSpot for the TeleportEventData is null. This caused the code to default to the teleport cursor postition and the camera Y is set to the cursor position.
Debug Break at XRTK/Services/TeleportSytem/MixedRealityTeleportSystem.cs line 229

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hridpath avatar hridpath commented on August 25, 2024

What is the HotSpot definition and why does it return null?

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SimonDarksideJ avatar SimonDarksideJ commented on August 25, 2024

@StephenHodgson any comment?

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StephenHodgson avatar StephenHodgson commented on August 25, 2024

The hotspot is supposed to be the place the user will end up no matter where they're pointing, but the pointer hits the object.

(Think of the way a user will be positioned directly in front of a card in the windows portal)

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StephenHodgson avatar StephenHodgson commented on August 25, 2024

I'll try take a look at this at some point, but I'm a bit busy as of late.

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hridpath avatar hridpath commented on August 25, 2024

@StephenHodgson

  1. Why would the HotSpot be null?
  2. When is the HotSpot created/updated during the Teleport workflow?

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StephenHodgson avatar StephenHodgson commented on August 25, 2024

The HotSpot will likely remain null, unless you a a teleport handler into the scene. It's not needed for what I think you're trying to accomplish though.

The HotSpot is like an override for the final teleport location.

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hridpath avatar hridpath commented on August 25, 2024

At this time I will use the Main Camera Y positioning to continue. Closing this issue

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