Teleporting players with an offset rotation, 180 degrees being the most drastic, will twist and contort players in a very unsettling and horrific manner.
Also, when trying to make more seamless (hidden) transitions using player teleporting, physbones completely reset, also giving the transition away. Using quaternion math, teleporting players with offsets for their local view is easy in Udon and would be perfectly immersive and unnoticeable with this capability.
  • Prevent players contorting right as they're teleported.
  • Optionally preserve physbone offsets and velocity between the teleport locations.
This kind of teleport would allow for easy:
  • Audio separation between floors of a world's building
  • Manual occlusion of areas and players normally behind animated objects, like doors that may only show the transitioning player and not everything else behind them
  • elevator-esque locations teleporting players immersively between locations
  • Non-euclidean effects to create unique navigation or experiences