Player Positions
Here are the nodes relating to Players' positions. For nodes that deal with forces relating to Players, see Player Forces.
GetPosition
returns Vector3 in World Space
Gets the position of the Player.
GetRotation
returns UnityEngine.Quaternion in World Space
Gets the rotation of the Player.
GetBonePosition
returns Vector3 in World Space
Gets the position of the specified Bone in the Player's Avatar, or Vector3.Zero (0,0,0) if the bone does not exist. Note that Avatars may not have all the same bones in the places you expect, so be careful making assumptions about attributes like a player's height, pose etc based on the position of bones.
GetBoneRotation
returns Quaternion in World Space
Gets the rotation of the specified Bone in the Player's Avatar, or Quaternion.Identity (0,0,0,1) if the bone does not exist. Note that Avatars may not have all the same bones in the places you expect, so be careful making assumptions about attributes like a player's height, pose etc based on the rotation of bones.
GetTrackingData
returns TrackingData for the given TrackingDataType: Head, LeftHand, RightHand, Origin, or AvatarRoot
Gets a struct called TrackingData, which contains separate Position and Rotation data. This is the suggested way to get position and rotation data for a Player's head and hands. This returns data from the TrackingManager for a Local Player (ie the data coming from their headset / trackers) and from the RightHand, LeftHand and Head bones for a Remote Player. Origin returns the center of the local VR user's playspace, while returning the player's position for local Desktop users and all remote users. AvatarRoot returns data for the root transform of the avatar (the same transform that the player capsule is attached to). For users in Fully-Body Tracking, AvatarRoot will not rotate with the head facing direction. If you need data reflecting the general forward facing direction of a Player, consider using GetRotation instead.
GetVelocity / SetVelocity
returns Vector3 in World Space
Get and set the speed and direction of the player's movement. If SetVelocity is called on a LocalPlayer, their 'IsGrounded' property is set to false since they are not in direct control of their movements while this is happening.
IsPlayerGrounded
returns Boolean
Get whether the player is touching the ground, which enables Jump.
TeleportTo
takes a Vector3 World Position and Quaternion World Rotation
Send a Player to a new spot and specified rotation, unless a Station does not allow it.
Teleporting other players
TeleportTo only works with the local player. You can use networking to cause other players to teleport themselves.