A collection of portal mechanics. This repository might occasionally be updated but there is generally no support for it.
Contained are three example maps:
- PlanePortals: Rectangular portals that act like those in the game portal. Things going in one end come out the other with their speed and orientation transformed by the exit portal.
- TeleportRoom: A room that looks like a doorway to another open area but teleports everything entering just like the rectangular porals.
- VRPortals: Same as TeleportRoom, but the portal renders for each eye making it appear 3D.
You need Visual Studio / XCode. Download the project and open it up. It should compile on its own. Open the maps and hit play, for the VR map you need to play in VR mode.
If you are using the plugin in another project make sure to enable "Global Clip Plane" in the project settings.
#1 Occasionally the rendered projection will glitch out, resize the window to fix it.
#2 For some reason using a VR portal and planar portal in the same map or during the same editor session breaks projection. Restart the editor to fix.
For more issues visit the project's issue page: https://github.com/FreetimeStudio/PortalPlugin/issues
The code is pretty tidied up, but there is not much documentation as of yet. Lots of people have been requesting that I upload my portal mechanics so here you are. I might come back to it at some point, but no guarantee.
There is also the wiki, which is open to everyone so feel free to add to it.
Feel free to post any issues, help others with theirs or submit pull requests. I will look at the later, but in general there is no official support for this.
AgentMilkshake1 for laying the groundwork in getting a screen space projection for VR. https://answers.unrealengine.com/questions/234597/screenspace-portals-on-vr.html
Andrew Hurley for explaining how to get a left/right vr mask into a material https://answers.unrealengine.com/questions/589242/vr-instanced-stereo-breaks-screenposition-material.html