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Trigger Components
yart edited this page Jul 7, 2025
·
3 revisions
Our triggers have some features you're gonna like.
BaseTrigger
- A unique-per-type gizmo color so you can quickly know which is which.
- A
Collider
property that creates/manages types of colliders for you. - An editor handle icon you can click so the other generated collider won't get in your way.
- Rendering of the selected collider using Depth Gizmos.
- Option to render gizmos while in play mode(useful for debugging).
- Callbacks are for the entire group of colliders, so you don't have to add set callback for each individual one.
- More callbacks like
OnFirstEnter
/OnEmptied
andOnInsideUpdate
/OnInsideFixedUpdate
.
FilterTrigger
- Optional debug logging of filter-related things.
- Filter by the object's tags(include/exclude).
- Required component filter with
FindMode
parameter property. -
PassesFilter
function for custom ActionGraph filtering(in case the other stuff isn't enough).
VelocityTrigger
(filtered)
- Adds linear velocity(momentum).
- Adds angular velocity(torque).
- Either can be added continuously(while inside) or instantly(upon entering).
- Either can have its direction be absolute(no rotation) or relative to the trigger/object's rotation.
- Drag(disabled by default) that lets you continuously slow the momentum/torque of objects inside.
LadderTrigger
- Always has the "ladder" tag.
- Starts with a box collider that is conveniently sized for a ladder.
- Distinct orange color similar to ladder tool material(
materials/gamefish/dev/ladder.vmat
).