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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

teleport

teleport(step, entity, options): Readonly<TeleportResult>

Places entity at a pose exactly, unswept, so it never stops short of a target past a wall: a respawn, a portal, a return to a checkpoint. It keeps its velocity unless keepVelocity is false, and a character forgets the floor and the platform her last move carried. Where a character’s capsule overlaps fixed or kinematic geometry at the target, it is pushed out by the shortest way, up to her radius; still overlapping, or for a body anywhere it overlaps, it stays, isClear is false and it gains StuckTrait. Every page draws it there with no glide: the call counts on TeleportTrait, which streams with the pose. A kinematic body takes no target from an earlier moveAndSlide this tick, so it pushes nothing on the way. In a predicted system the entity is the PredictedEntity the step handed out, so a kill brick’s respawn is instant on her page and re-runs exactly; elsewhere it takes the room’s authority. As Unity’s Rigidbody.position, Godot’s global_position and Unreal’s TeleportTo.

Parameter Type
step PredictedStep
entity PredictedEntity
options TeleportOptions

Readonly<TeleportResult>

teleport(step, character, { position: spawnPoint, keepVelocity: false });

teleport(authority, entity, options): Readonly<TeleportResult>

Places entity at a pose exactly, unswept, so it never stops short of a target past a wall: a respawn, a portal, a return to a checkpoint. It keeps its velocity unless keepVelocity is false, and a character forgets the floor and the platform her last move carried. Where a character’s capsule overlaps fixed or kinematic geometry at the target, it is pushed out by the shortest way, up to her radius; still overlapping, or for a body anywhere it overlaps, it stays, isClear is false and it gains StuckTrait. Every page draws it there with no glide: the call counts on TeleportTrait, which streams with the pose. A kinematic body takes no target from an earlier moveAndSlide this tick, so it pushes nothing on the way. In a predicted system the entity is the PredictedEntity the step handed out, so a kill brick’s respawn is instant on her page and re-runs exactly; elsewhere it takes the room’s authority. As Unity’s Rigidbody.position, Godot’s global_position and Unreal’s TeleportTo.

Parameter Type
authority EntityAuthority
entity Entity
options TeleportOptions

Readonly<TeleportResult>

teleport(step, character, { position: spawnPoint, keepVelocity: false });