TeleportTo stores old transform information invisibly
Fionna
This started happening in the Eatable Food prefab: https://drive.google.com/open?id=1qChI8pfMVlOlxucyNomAiIs28Wovs0mE
The custom triggers no longer appear to reference the object THE VOID, in this example, even in debug mode. However, the logs during play show that the TeleportTo is looking for that THE VOID transform.
To fix, the entire VRC Trigger component must be deleted and rebuilt. This may be related to the fact that the food is a prefab? Have not been able to get a TeleportTo trigger to work properly in this scene even if the target is contained in the prefab.
To recreate the behavior in this scene, just make a TeleportTo of any sort (custom trigger, or OnEnable trigger, etc), put in a transform in the Target field, then delete that transform gameobject and put in a new one in the TeleportTo Target field. The first gameobject transform will try to be called at runtime, and the TeleportTo will fail.
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Dao Le
I have similar problem with all of the weapon in hidden area in my Gladiator Deathmatch
the best solution so far i could do is to never use SendVRC teleport
instead, use Resetable Object animation prefab made by Cyanlaser or the same reset animation in Toybox by Hardlight, it may will fix the problem
Fionna
Dao Le: There are a few ways around it, but they are not beginner-friendly. TeleportTo is, however, hopeless at the moment due to the rotation issue and not being able to prefab it, so we will need to use one of the more complex methods.
owlboy
What ever is causing this might be causing this bug too:
Both are very tedious.
Fionna
owlboy: I could deal with the field vacating, because you could repopulate it and it would work in game. My eatable food scene is fully broken, which is too bad, because the only ways around it are not beginner-friendly, and this is supposed to be a beginner drag-and-drop prefab.