When teleporting a player, if the path from the player's current position to their destination is obstructed, the player's avatar can get stuck on the obstructing geometry.
My world teleports the player every frame using the following method call (I hope U# syntax is OK):
Network.LocalPlayer.TeleportTo(destPos, destRot, VRC_SceneDescriptor.SpawnOrientation.AlignRoomWithSpawnPoint, true);
When teleporting from and to specific positions, players frequently get stuck on the same pieces of geometry. I was under the impression that
TeleportTo()
shouldn't be affected by any colliders on the way to the destination, especially not for the local player.
In my case the bug is purely visual, and I can't reliably reproduce it. But I imagine it might affect worlds which don't teleport the player on
Update()
(as god intended)