shown in other instead.
A world trigger is a cuboid shaped object, which fires callbacks when any node (collider or not) gets inside or outside of it. This trigger can be used to detect nodes and access their components and parameters.
- WorldTrigger class to manage world triggers via API
- A set of samples located in the data/samples/worlds folder:
Creating a World Trigger#
To create a world trigger via UnigineEditor:
- On the Menu bar, choose Create -> Logic -> World Trigger
- Place the node in the scene.
Editing a World Trigger#
In the Node tab of the Parameters window, you can adjust the following parameters of the trigger:
Bounding Box Parameters
A set of bounding box parameters:
|Edit Size||Toggles the editing mode for the world trigger node on and off. When enabled, the bounding box sides that can be resized are highlighted with the colored rectangles. To change the size of a side, drag the corresponding rectangle.
|Touch||Toggles the touch mode for the trigger on and off. With this mode on, the trigger reacts to the node at a partial contact. Otherwise, the trigger reacts only if the whole bounding box gets inside it.|
|Size||The size of the trigger's bounding box along the X, Y, and Z axes, in units.|
Setting Up Callbacks#
// add the enter callback to be fired when a node enters the world trigger worldTrigger->addEnterCallback(MakeCallback(this, &AppWorldLogic::enter_callback)); // add the leave callback to be fired when a node leaves the world trigger worldTrigger->addLeaveCallback(MakeCallback(this, &AppWorldLogic::leave_callback));
// add the enter callback to be fired when a node enters the world trigger worldTrigger.AddEnterCallback(enter_callback); // add the leave callback to be fired when a node leaves the world trigger worldTrigger.AddLeaveCallback(leave_callback);