Adding TeleportationArea has a big problem, because adding multiple TeleportArea to the tile set, long press the side key when teleport, change the handle ray position, when going from one teleportArea to another teleportArea, The function is disabled and only works on the first teleportArea that the ray touches during a long press. This is a problem within VR. Only one teleportArea needs to be added to the entire tile set to satisfy the teleport of the arbitrary area.
I’ve linked my question over there，And @Janine and Joseph.
I’m using the collider that was queried in update and assigned to teleportArea, and I need to diable and enable teleportArea’s components for this to work. Excessive performance loss.
Hey, the problem has been solved, and I haven’t experienced any issues as of now. Check out the latest script I posted in that thread. Make sure that you have just one XR origin in your project in just the first scene, and add “do not destroy” script to it. And attach Cesium globe anchor to it, even if your first scene is not Cesium. That way when you travel too far in the scene you won’t be glitching. I am trying to set up proxy follower, so I can place XR origin under Cesium, but as of now my UI works great even when the XR origin shows up above Cesium game object. Another thing I am trying to figure out is how to place XR origin at 000 in each scene, but that’s easy.
More likely we don’t understand your problem well enough to be able to help. Please describe precise, detailed steps for how to reproduce the problem (including describing what you see and what you expected to see), preferably starting with the Cesium for Unity Samples project, and we will try to help. I also suggest you try what VRTravelExpo suggested, even if it sounds like a different problem.