Closed MirceaKitsune closed 1 year ago
the wall size is to small and teleports are not designed to use them in that way. A common place for teleports are most the edges and endings of a map. Putting it in the center with that small size of a wall can only leading to that behavior. To solve this just increase the wall thikness till the beahavior stops. In general it is better to place teleports on wall with nothing behind them. If increasing the size of the wall solves it just tell us to close the issue.
Increasing the size of the wall did solve it on my map. The reason I was reluctant to shrink the teleporter radius instead is that also scales the visual portal and made it too small, perhaps it should be a separate variable? It still feels like a bug that teleporters exceed the sphere radius, but if that's normal I don't mind now that I know.
placing of portals straight on wall is also not recommanded it leads to all sort of unwanted behavior like that. Wall thickness and the position should be carefully chosen. A good working example how the new teleports should be used are on the latest version map bloodlust. The radius of a teleport can touch a wall but the center point of an teleport should never touch it! moving the teleport a bit a way from those walls should fix it.
I already had it offset by one grid unit from the wall, the portal would Z-fight with the wall surface if directly on it. Mine is closer than in Bloodlust but now it seems to work fine. Closing this then.
The screenshots below are the setup I noticed this with, though I since changed the teleporters on my map for unrelated reasons. The player would get teleported while walking through the lateral hallway if they got close to the wall, even when I shrunk the radius to be about halfway through it.