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llTeleportAgent

function
Function syntax
llTeleportAgent(
  1. key agent,// UUID of the owning avatar to teleport.
  2. string landmark,// Name of the landmark in the prim's inventory, or an empty string to teleport locally.
  3. vector position,// Position vector in local region coordinates to teleport to if landmark is empty.
  4. vector look_at// Position vector (or direction unit vector if teleporting out of region) the agent faces upon landing.
);
Energy
10

Teleports an agent to a landmark stored in the object’s inventory.

If landmark is an empty string, the avatar is teleported to the location position in the current region.

If the destination is in the current region, the avatar will land facing look_at as a position within that region. Otherwise, look_at is treated as a unit direction.

How to use
llTeleportAgent(NULL_KEY, "", ZERO_VECTOR, ZERO_VECTOR);
  • This function can only teleport the owner of the object (unless part of an Experience).
  • Throttled experiments (August 2026) show:
  • Only 4 initial teleports can be done immediately, or
  • You can keep teleporting every 1.4 seconds.
  • If you get throttled:
  • An error is shouted on DEBUG_CHANNEL, and
  • No further teleports will succeed until 10 seconds have passed from the first throttle message.
  • Does not work in scripts within attached temp objects llAttachToAvatarTemp. Error Message is “Temporary attachments cannot request runtime permissions to teleport”
  • Sitting avatars cannot be teleported using this function. You must llUnSit them first.
  • This function does not override a parcel’s teleport settings, i.e. if the parcel has a landing zone enabled the avatar will be teleported there.
  • If the script is part of an experience that the avatar has granted permission, then this function may teleport them without being the owner and it will override parcel teleport routing. See the example below.
  • When look_at is treated as a direction, a valid input should be <llCos(angle), llSin(angle), 0.0>.
  • In other words, it should be a unit vector corresponding to the avatar turning angle radians from north.
Basic example with a landmark called Destination in the object’s inventory:
default
{
touch_start(integer num_detected)
{
llRequestPermissions(llGetOwner(), PERMISSION_TELEPORT);
}
run_time_permissions(integer perm)
{
if (PERMISSION_TELEPORT & perm)
{
llTeleportAgent(llGetPermissionsKey(), "Destination", ZERO_VECTOR, ZERO_VECTOR);
}
}
}
Basic example without a landmark in the object’s inventory, while facing the avatar towards the center of the region:
11 collapsed lines
default
{
touch_start(integer num_detected)
{
llRequestPermissions(llGetOwner(), PERMISSION_TELEPORT);
}
run_time_permissions(integer perm)
{
if (PERMISSION_TELEPORT & perm)
{
vector region_pos = <100, 130, 40>;
vector look_at = <128,128,40>;
llTeleportAgent(llGetPermissionsKey(), "", region_pos, look_at);
}
}
}
How to use this function in an Experience
24 collapsed lines
// A SIMPLE SCRIPT that implements an Experience based teleport.
// Compile with the "Use Experience" box cnecked and an experience key you own selected.
// The prim containing this script must contain a landmark named "Landmark" in its contents
//
// If the person touching this box has not previously accepted an invitation to your experience,
// that person will be offered that opportunity when this prim is touched, and if the invitations
// is accepted, will be immediately teleported to the target of the landmark.
//
// If the toucher has previously accepted an invitation, the person will be immediately teleported
// with no interruption.
//
// The script has no safety features, e.g., will simply fail if the prim contains no landmark.
//
// Thanks to Rolig Loon for her help in figuring out how to do this
// See https://community.secondlife.com/t5/English-Knowledge-Base/Experiences-in-Second-Life/ta-p/2744686
// to read what the Lindens think is an adequate explanation of all this.
default
{
touch_start(integer n)
{
llRequestExperiencePermissions(llDetectedKey(0), "");
}
experience_permissions(key agent)
{
llTeleportAgent(agent, "Landmark", ZERO_VECTOR, ZERO_VECTOR);
}
}
Below is an example of properly handling the look_at value based on whether the destination is the current region or a different one. This ensures that the avatar will always be facing the same direction regardless of whether they’re teleporting within the region or to another one.

The script keeps track of the landmark’s destination coordinate in the state_entry and changed events, which is later used to calculate the total distance of the teleport.

51 collapsed lines
string landmark;
vector destination;
default
{
state_entry()
{
// Get data about the first landmark in object inventory when script starts.
if (llGetInventoryNumber(INVENTORY_LANDMARK) > 0) {
landmark = llGetInventoryName(INVENTORY_LANDMARK, 0);
llRequestInventoryData(landmark);
}
}
changed(integer change)
{
if (!(change & (CHANGED_INVENTORY|CHANGED_REGION))) return;
// Get data about the first landmark in object inventory when inventory changes.
if (llGetInventoryNumber(INVENTORY_LANDMARK) > 0) {
landmark = llGetInventoryName(INVENTORY_LANDMARK, 0);
llRequestInventoryData(landmark);
}
}
dataserver(key query, string data)
{
// Save llRequestInventoryData response.
destination = (vector)data;
}
touch_start(integer num_detected)
{
llRequestPermissions(llGetOwner(), PERMISSION_TELEPORT);
}
run_time_permissions(integer perm)
{
if (!(PERMISSION_TELEPORT & perm)) return;
float angle = 45 * DEG_TO_RAD;
// When teleporting to another region, we need a direction vector.
vector look_at = <llCos(angle), llSin(angle), 0>;
float sim_size = llVecMag(<1,1,1>);
float distance = llVecDist(<1,1,1>, destination / 256);
if (distance < sim_size) {
// When teleporting within the current region, we should use a position within the region instead.
look_at = destination + look_at;
}
llTeleportAgent(llGetPermissionsKey(), landmark, ZERO_VECTOR, look_at);
}
}

Another example, submitted by Jesse Barnett, shows how to use a list of landmarks inside a HUD to allow teleporting, even inside a no-script area: Teleport HUD.

Date of Release 24/07/2012

From the issue templates included by the wiki article:

  • BUG-4062 (bug): llTeleportAgent() and llTeleportAgentGlobalCoords() can break any script in any attached object that contains a changed event.
  • SVC-7987 (bug): llTeleportAgent always points in the positive Y direction on teleport
Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.