Locomotion model
Use two locomotion modes in parallel:- Teleportation for comfort-sensitive users and fast repositioning.
- Continuous movement for local motion during interaction-heavy tasks.
- Snap turn for rotation in all scenarios (no continuous/smooth rotation).
Recommended XRI rig setup
On the XR Origin / player rig, keep these XRI pieces wired and enabled:- Locomotion System (or mediator, depending on XRI version)
- Teleportation Provider
- Continuous Move Provider
- Snap Turn Provider
- Left / right hand input actions for move, turn, and teleport activation
Teleportation setup
- Place Teleportation Area or Teleportation Anchor on valid floor / platform surfaces.
- Keep target layers explicit so users cannot teleport outside training bounds.
- Use nav-safe surfaces only (avoid colliders that place users inside props).
- If teleport is part of sequence validation, review TeleportStep behavior and complete-hook requirements.
Continuous movement setup
- Keep movement speed moderate and consistent across scenarios.
- Disable gravity / flying behavior unless a scenario specifically requires vertical free-move.
- Tune strafe and forward speeds equally unless a design reason exists.
- Prefer conservative acceleration for comfort in enterprise training contexts.
Runtime control in Molca
During precision interactions (for example valve / knob operations), temporarily disable locomotion to prevent accidental drift:Comfort and UX tips
- Keep teleport ray and reticle clear, high contrast, and always visible when active.
- Avoid forced camera motion from scripts while continuous locomotion is enabled.
- Keep snap turn as the only rotation mode across all builds.
- Offer a simple in-app locomotion preference (teleport only vs mixed mode) when possible.
Troubleshooting
- Teleport ray appears but cannot land - Verify teleport areas/anchors, interaction layers, and colliders.
- Continuous move does not respond - Check input action bindings and that the provider is enabled on the active rig.
- Rotation feels too smooth / causes discomfort - Disable Continuous Turn Provider and keep only Snap Turn Provider active.
- User keeps moving during step interaction - Disable locomotion through VRPlayerManager for that interaction window.
- Motion sickness complaints - Lower move/turn speed, prefer snap turn, and rely more on teleport.