When I teleport my VR CameraRig to a new spot in the scene, my player body which is wired up with VRIK leans forward and flies/glides to the new destination, presumably because it's trying to catch up with the new positions of the CameraRig head and hands.
What are best practices for avoiding this, so that when the teleport happens, the IK body will appear gracefully in the same orientation at the teleport destination?
I was able to get decent results by setting weights to 0, doing the teleport, calling solver.Reset(), and setting the weights back to 1, but there was still significant stutter when appearing at the destination. I also don't want to rely on this only happening for known Teleport events.
Ideally, any time the tracked solver positions in the CameraRig become wildly out of reach for IK, the IK body would snap to that position seamlessly.
Let me know what ideas you have.