The teleports create seamless wrapping by making a copy of the object that enters, projecting it onto the other portal and setting it as a child of what entered. Because of this, collisions with the object's copy should work normally but limitations follow.
Parent = Object that enters the portal
Child = Copy of that object set as a child to create seamless wrapping
Advantages:
- Seamless wrapping
- handles collision within seamless wrapping
Limitations:
- Objects can't rotate whilst seamless wrapping (because the object's copy is a child of the object and thus rotates relative to its parent)
- Linked portals need to have matching rotation (because the child moves matching with its parent)
- Seamless wrapping is only visible for spriteRenderers (This is simply because I only copy the parent's Collider2D and SpriteRenderer)