# #VRCPlayerApi

#### Methods

<table id="bkmrk-name-isplayergrounde" style="width: 100%; height: 308.875px;"><tbody><tr style="height: 29.7969px;"><td style="width: 17.4268%; height: 29.7969px;">Name</td><td style="width: 82.5732%; height: 29.7969px;">notes</td></tr><tr style="height: 86.8281px;"><td style="width: 17.4268%; height: 86.8281px;">IsPlayerGrounded()</td><td style="width: 82.5732%; height: 86.8281px;">

- It returns true on the station.
- If the player is in station \[seated: false\] 
    - After the player opens the MM, it returns false until the player exits the seat and hits the ground. 
        - It also means that the avatar plays the falling animation.

</td></tr><tr style="height: 103.625px;"><td style="width: 17.4268%; height: 103.625px;">GetTrackingData()</td><td style="width: 82.5732%; height: 103.625px;">

- It's not working as written on docs when called in LateUpdate(). You have to call it on PostLateUpdate().
- If you call this for a remote player: return bone position. I didn't test about Generic avatar, but...

</td></tr><tr style="height: 53.2344px;"><td style="width: 17.4268%; height: 53.2344px;">GetBonePosition()</td><td style="width: 82.5732%; height: 53.2344px;">

- It returns the local avatar's data. 
    - So, if you use it as a reference point, there are problems because there is the fallback system.

</td></tr><tr style="height: 35.3906px;"><td style="width: 17.4268%; height: 35.3906px;">GetBoneRotation()</td><td style="width: 82.5732%; height: 35.3906px;">Same to GetBonePosition().

</td></tr><tr><td style="width: 17.4268%;">TeleportTo()</td><td style="width: 82.5732%;">There is a strange bug. The occurrence condition is unknown, The players sometimes get stuck in walls.

</td></tr></tbody></table>