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World Trigger

A world trigger is a cuboid shaped object, which triggers events when any node (physical or not) gets inside or outside of it. The trigger can detect a node of any type by its bound object and can be used to access node's components and parameters.

Notice
Some "abstract" objects do not have bounds; therefore, they do not interact with World Trigger (regardless of the Triggers Interaction option state):

World Trigger affecting meshes

See also#

Creating a World Trigger#

To create World Trigger via UnigineEditor:

  1. On the Menu bar, choose Create -> Logic -> World Trigger

  2. 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 World Trigger:

Node tab of the World Trigger node

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 World Trigger on and off. With this mode on, World Trigger reacts to the node at a partial contact. Otherwise, World Trigger reacts only if the whole bounding box gets inside it.
Size The size of the World Trigger bounding box along the X, Y, and Z axes, in units.

Handling Events#

To perform specific actions when a node enters or leaves the World Trigger, you should implement event handlers that receive a Node as the first argument. Then, you should subscribe to the Enter and/or Leave events and call connect().

Source code (C++)
// subscribe to the Enter event when a node enters the world trigger with your handler
worldTrigger->getEventEnter().connect(enter_event_handler);
// subscribe to the Leave event when a node leaves the world trigger with your handler
worldTrigger->getEventLeave().connect(leave_event_handler);
Source code (C#)
// subscribe to the Enter event when a node enters the world trigger with your handler
worldTrigger.EventEnter.Connect(enter_event_handler);
// subscribe to the Leave event when a node leaves the world trigger with your handler
worldTrigger.EventLeave.Connect(leave_event_handler);
Last update: 2024-02-06
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