ExtendRealityLtd / ExtendRealityLtd/Tilia.Trackers.PseudoBody.Unity

Add guide for how to move psuedo body through colliders with teleporter

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documentation
Dominant language
C#
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Description

**Update**

This is now simpler:

* add teleporter
* then you call the teleporter to move the play area
* Then in Teleported event call PsuedoBody.SnapToSource

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Its not possible to simply teleport or move the play area through a collider with the pseudo body because it will resolve the collisions back to the rigidbody collider which cannot pass through colliders.

A simple guide showing how to achieve this with the teleporter:

* add teleporter
* then you call the teleporter to move the play area
* in Teleporting event, disable the PsuedoBody GameObject (to prevent divergence resolution)
* Then in Teleported event call Begin on a WaitForEndOfFrameYieldEmitter
* Then in the WaitForEndOfFraimeYieldEmitter.Yieleded event, just re-enable the PsuedoBody GameObejct (and allow it to re-sync)

Contributor guide

Open the contributing guide

Research direction

Start with the updated procedure in this issue and inspect the Unity Teleporter and PsuedoBody events it names: Teleporting, Teleported, SnapToSource, and WaitForEndOfFrameYieldEmitter. Document how to add and call the teleporter, handle the relevant events, and re-enable the PsuedoBody after the end-of-frame wait; done means a newcomer can follow the guide to move the play area through colliders without divergence.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp, unity
Domain
documentation, game-dev
Issue type
Documentation
Difficulty
2/5
Estimated time
1-3 hours
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
55/100

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