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 Vector3 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 or RightHand
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.

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.


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