Teleport Object Entrance

The **Teleport-Object-Entrance Nodon** is Object Nodon that can teleport objects that intersect with it to the appropriate Teleport-Object-Exit Nodon, or delete them if the exit doesn't exist. It may not be called if the object-cost limit is full.

When unpausing from a long pause in Free Programming, it may say "I offer you the power you need to create what you call 'games.' Use it wisely.". In the Nodopedia, its quote is "I cast any object I touch into the void of subspace.".

## Calling

* Objects
	+ Launch/Destroy/Attract
		- Teleport Object
			* **Teleport Object: Entrance**

## Technical

### Inputs

* **Teleport** - While a value other than 0.00 is received at this port, the Nodon will check for objects of a type specified in the 'Teleport What?' setting that intersect with this Nodon. If this port is not connected, then the Nodon will constantly check for them. When an object is found and there is a Teleport-Object-Exit Nodon that has the same 'Teleport ID' set as this Nodon, its entire connection group will be teleported to the exit, with the parent centered on it (only one group will teleport per frame). If there is no Teleport-Object-Exit Nodon with a matching 'Teleport ID' set, then found objects will instead be deleted (which does not count as destruction detectable by the Object-Break or Destroyed-Sensor Nodon), seperating itself from the rest of its connection group.
	+ The way the object's momentum is affected by this teleport depends on the settings of the Teleport-Object-Exit Nodon.
	+ If one object intersects multiple Teleport-Object-Entrance Nodon at once, being deleted is proirtized over teleporting, but otherwise the entrance it is closet to will teleport it, and if that's a tie, the one with the lowest Teleport ID will teleport it.

### Connections

* **Lower connection port** - Allows this object to physically link itself to one different object.

### Settings

* **Teleport ID** - Determines which Teleport-Object-Exit Nodon that teleported objects will travel to. Can be "A", "B", "C", "D", "E", "F", "G", or "H".
	+ Defaults to "A".
	+ This setting is displayed in the Nodon's box on the program screen Canvas.
* **Object Shape** - Determines what shape the object takes on the game world. Can be "Box", "Cylinder", or "Sphere".
	+ Defaults to "Box".
* **Properties** - Determnines various properties of the object.
	+ **Visible** - Can be changed, enabled by default.
	+ **Solid** - Always disabled.
	+ **Movable** - Always disabled.
	+ **Destructible** - Always fully disabled.
	+ **Destructive** - Always fully disabled.
	+ Other
		- **Play Sound When Hit/Destroyed?** - Always set to "Don't Play".
		- **Can Be Grabbed by Hand Nodon?** - Can be changed, set to "Can be grabbed" by default.
* **Check What?** - Determines what types of objects should be checked for. It can check for the "Box", "Cylinder", and "Sphere" object shapes (This counts if it's a simple, moving, rotating, text, or number object, but not a sensor). It can also check for a person, car, or UFO, and for specific Fancy Object appearances.
	+ Defaults to "Box", "Cylinder", and "Sphere".
* **Size** - Determines the object's size. This also determines the Nodon's size on the program screen, and can also be adjusted directly from that screen.
	+ If the Object Shape is set to "Cylinder", the X and Z axes are locked in a fixed 1:1 ratio but the Y parameter can be freely set.
	+ If the Object Shape is set to "Sphere", all three axes are locked in a fixed 1:1:1 ratio.
	+ When switching to an Object Shape with a fixed ratio, the values of the axes are not updated until they are edited (in which case the ratio will be set based on the one selected). If the parameters are left alone, the shortest of the fixed ratio axes will determine the size of the object.
		- The object's size on the program screen is not immediately adjusted either, but once resized, the shortest of the visible locked-ratio axes in the current view will determine the new size for them.
* **Position** - Determines the object's initial position when unconnected. This also determines where the Nodon is positioned on the program screen, and can also be adjusted directly from that screen.
* **Rotation** - Determines the object's initial rotation around all three axes when unconnected. Each can be anywhere from -180.00° to 180.00°. This also determines the Nodon's rotation on the program screen, and can also be adjusted directly from that screen.