We seem to have found a bug in the XR Interaction teleport system - if the Teleport Area object has a rotation applied, this rotation is applied to the viewer after a successful teleport. In our instance, we deal with CAD models from 3Ds Max, exported into Unity as FBX. By default, Unity will apply rotation on these objects (in our case it is a -90 degree rotation on the x axis), but this means that when we try to teleport, it applies a -90 rotation to the XR rig (although it's on the Z axis, not X). Has anyone encountered this? I've filed a bug report - Case 1219563.