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Trigger Components

yart edited this page Jul 7, 2025 · 3 revisions

Our triggers have some features you're gonna like.

Trigger

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 and OnInsideUpdate/OnInsideFixedUpdate.

Filtered Trigger

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).

Velocity Trigger

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.

Ladder Trigger

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).
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