Portals are the primary element of the puzzle template, they help make tricky puzzles that wouldn't work without them.
Portals can be placed with the “PT_Portals_Gun_AC” component by the Player by pressing Left Mouse Button to spawn Portal 1, and Right Mouse Button to spawn Portal 2, these are the default key mappings used in the demo, see Inputs for a guide on how to change them.
The Player and Grabbables have a “PT_Portable_C” component attached, this component is responsible of teleporting the actor when going through a portal, it handles collisions and the mesh clone. — Only the actors that have this component will be able to go through a portal.
Portals Gun Variables:
- “Portals Quality” → Controls the quality of the portal image, and can be decreased to increase performance at the cost of image fidelity.
- “Portals Size” → This is used by the placement system to keep the portal within the portal wall bounds.
- “Portals Grid Snapping” → Controls the grid snapping of the portals, this allows better and more consistent portal placements.
- “Enable Portal Funnel? → If enabled, portals will try to center falling objects to the portal.
- “Enable Portal Gun Dynamic Crosshair?” → If enabled, a dynamic crosshair will get added to the viewport, and it will glow up when looking at a valid portal wall.
NOTES: The color of the portals can be changed in the Theme and the changes will also reflect on the portal gun dynamic crosshair.
Portals Features:
- Accurate 1:1 rendering.
- Seamless Player and Grabbables travel with velocity.
- Advanced placement system for precise portal alignment.
- Smooth camera transitions.
- Lasers support.
- Performance optimizations for high FPS in any scenario.
- Cloning system to show objects coming out of both portals.
- Player and Grabbables portal funneling.
Portals Limitations: