teleport-map-unlock

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Architecture blueprint for fast travel, waypoint networks, and map unlocking across open-world games: the region-unlock and map-reveal model (towers/statues revealing terrain vs POI layers, fog-of-war data structures, the Ubisoft-tower lineage and its fatigue, item/proximity/purchase reveal methods), the waypoint registry (stable IDs, designated spawn point + facing, map layers, discovery/activation states, player-placed waypoints), the atomic teleport sequence (validate, confirm, input lock, fade, streaming jump, residency gates, physics-safe placement, camera warp, state restoration) including seamless no-loading-screen travel, large-world precision, and networked/anti-cheat teleport, and fast-travel design policy (the cost/restriction spectrum from diegetic Morrowind networks to free map-warp, earned-only unlocks, the cannibalization-vs-respecting-time debate, network density and topology). References: BotW/TotK and Genshin, with Morrowind, Elden Ring, Dragon's Dogma, Death Stranding, and the Ubisoft-tower

Firzus By Firzus schedule Updated 6/11/2026

name: teleport-map-unlock description: >- Architecture blueprint for fast travel, waypoint networks, and map unlocking: region reveal, fog-of-war data, tower/statue/item/proximity unlocks, waypoint registries, stable IDs, spawn placement, discovery states, atomic teleport sequences, streaming gates, camera warps, large-world precision, networked teleport, and travel policy. Use when designing fast travel, teleports, waypoint activation, map reveal, or when players fall through the world, cameras whiplash, maps drown in icons, or quests leave travel locked.

Teleport & Map Unlock

Build the fast-travel layer of an open-world game: how the map gets revealed, how the waypoint network grows, how a teleport executes, and what travel policy the game adopts. References: BotW/TotK (towers, 142 Travel Gates) and Genshin (638 waypoints, statues, multi-layer maps), with the Morrowind→Oblivion→Ubisoft-tower design lineage and Spider-Man/Rift Apart seamless tech.

The architecture rule

One unlock model, one waypoint registry, one teleport sequence — the map UI and the travel UI both derive from the same flags.

UNLOCK/REVEAL  terrain layer (per region) + POI layer (per item) + icon states;
               fog as flags/bitmask; choose tower / proximity / item / purchase
WAYPOINT       stable ID, type, world+map position + MAP LAYER, DESIGNATED SPAWN
REGISTRY       POINT + FACING (never the marker), visibility condition, state
TELEPORT       validate → confirm → input lock → fade → CanSave=false → move
SEQUENCE       streaming source → AWAIT RESIDENCY (cells+collision+navmesh) →
               place at spawn (velocity zeroed, interp reset) → restore → camera
DESIGN POLICY  earned-only, the cost/restriction matrix, density, topology

In-world teleport = a streaming jump with all the hard gates of open-world-streaming. Cross-instance teleport (domains) goes through the scene-flow-manager handshake — never a raw streaming-source move.

Reference map

File Covers
unlock-reveal.md The two-layer unlock model (terrain vs POI), the chained statue unlock, fog-of-war data structures, the reveal-method spectrum (tower / proximity / item / statue / visit / purchase), the Ubisoft-tower lineage and "tower fatigue", icon-soup and decluttering, multi-layer maps, accessibility
waypoint-registry.md The waypoint definition schema, the designated spawn point + facing, network shapes and density, dynamic-lifecycle waypoints, player-placed waypoints, discovery UX
teleport-sequence.md The atomic state-machine sequence, the residency gate (fall-through defenses), physics-safe placement, camera warp, large-world precision (floating origin / LWC), seamless no-loading travel, save integration, networked/anti-cheat teleport
design-policy.md The cost/restriction spectrum (diegetic → free), the history (Morrowind → Oblivion → Ubisoft tower), the cannibalization-vs-respecting-time debate, earned-only, the restriction matrix, density and topology, travel-as-content
pitfalls.md 16 failure modes (symptom → cause → prevention) with real incidents (New World fall-through, BotW softlock, Sumeru layer mismatch, tower fatigue), debugging order, ship checklist

What the shipped data proves

  • Two decoupled reveal layers: BotW towers download terrain only (relief, water, roads) — POI stay hidden until found or scoped. Genshin statues additionally reveal the area's locked waypoints (a chained unlock). Map UI, travel UI, and completion % all derive from the same flags.
  • Spawn ≠ marker: Genshin statues teleport to specific per-statue coordinates; BotW Travel Gates spawn Link facing outward. The designated spawn point and facing are data.
  • Loading is hardware-dominated (measured): BotW Switch 19–30 s → Switch 2 ~12 s; Genshin NVMe 3–8 s / HDD 20–30 s — neither does seamless teleports, the residency guarantee is worth the screen.

Build order (4 shippable tiers)

Tier 1 — The registry and the sequence
- [ ] Waypoint definitions as data (ID, type, positions, spawn point + facing,
      map layer) + activation state in the save
- [ ] The atomic teleport sequence with residency gates and timeout fallback
- [ ] Physics-safe placement: velocity zeroed, interp reset, camera warp notify
- [ ] Map-as-travel-UI: tap pin → confirm → travel
Tier 2 — Unlock and reveal
- [ ] Region unlock flags driving terrain reveal; choose a reveal method
- [ ] Tower/statue activation flow (interact → flag → reveal + waypoint grant)
- [ ] Icon state pipeline (hidden / visible-locked / activated)
- [ ] Discovery UX; decluttering plan (avoid icon soup)
Tier 3 — Policy and edge cases
- [ ] The restriction matrix as data (per-context rules + denial messages)
- [ ] Spawn safety: capsule overlap validation, fallback offsets
- [ ] CanSave=false during the sequence; idempotent requests
- [ ] Large-world precision: floating origin (Unity) or LWC (UE5) at corners
Tier 4 — Layers, instances, player waypoints, online
- [ ] Multi-layer maps: layer is waypoint DATA
- [ ] Cross-instance teleport through the scene-flow handshake
- [ ] Player-placed waypoints (limit, lifetime, placement validation)
- [ ] Networked teleport: server-validated destination, co-op spawn slots

Key numbers (starting points — sourced anchors)

Parameter Value Anchor
Network sizes BotW 120 shrines + 15 towers on 80 km²; Genshin 638 waypoints + 50 statues wiki/datamine
Density BotW 1.7 pts/km² (800 m) vs Genshin 20–24/km² (200 m) — a ~12× gap derived
Load times BotW Switch 19–30 s → Switch 2 ~12 s; Genshin NVMe 3–8 s / HDD 20–30 s measured
Float precision Unity jitter from ~2–5 km out; UE5 LWC doubles default since 5.1 docs
Spider-Man streaming ~800 tiles of 128 m², ~1 tile/sec; fast travel masked by subway anim PS Blog
Discovery pointer locked-waypoint 3D pointer: appears ≤30 m, gone >40 m (hysteresis) wiki
Player waypoints 1 (BotW DLC, Genshin 7-day) → 3 (TotK, gated by regions mapped) wiki
Dragon's Dogma 2 Portcrystal $2.99 MTX backlash; Capcom pointedly did NOT sell Ferrystones press

Full sourced tables (with flagged "do-not-invent" gaps) in each reference file.

Engine mapping (summary)

Generic block Unity 6 UE5 (5.4+)
Body teleport rb.position (not MovePosition) + Physics.SyncTransforms(); toggle interpolation around the set SetActorLocation(..., TeleportPhysics) + zero CharacterMovement->Velocity
Camera warp CinemachineCore.OnTargetObjectWarped (CM3 static) toggle SpringArm camera lag (community pattern)
AI NavMeshAgent.Warp() destination navmesh streamed (WP per cell)
Streaming jump Addressables + hand-rolled residency gate WP Streaming Source → IsStreamingCompleted → teleport; bBlockOnSlowLoading
Large worlds floating origin — the teleport fade is the ideal rebase moment LWC doubles on by default since 5.1
Networked server validates intent, replicates position Server RPC + WithValidation

Full detail in teleport-sequence.md.

Related skills

  • open-world-streaming — the residency gates this sequence awaits.
  • scene-flow-manager — cross-instance teleports use its handshake.
  • minimap-worldmap — fog rendering, marker registry, map layers UI (this skill owns the unlock data model, that one owns the display).
  • save-persistence — unlock flags, CanSave gate, atomic writes.
  • traversal-system — the teleport-vs-traversal tension; earned-only as the shared principle.
  • quest-system — priority-quest teleport locks; quest-gated waypoint visibility.
  • camera-system — warp notification, post-teleport framing.
  • coop-session — server-authoritative teleport, spawn-slot resolution.
Install via CLI
npx skills add https://github.com/Firzus/agent-skills --skill teleport-map-unlock
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