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  • In order to make a collider into a

  • trigger we simply check the

  • 'Is Trigger' checkbox on the component

  • settings in the inspector.

  • When a collider is a trigger things will

  • no longer bump into it. Instead they will

  • pass through it and this can be detected

  • via code.

  • Similar to normal colliders,

  • events are called when other colliders

  • are overlapping with the trigger collider.

  • In this example we have a box collider

  • with Is Trigger checked

  • and a falling 'prop samoflange' ball object.

  • This object enters the trigger,

  • stays as it rolls forward and then exits.

  • To check these events we attach a script

  • to the trigger, which is registering

  • OnTriggerEnter and logging to the console

  • and likewise OnTriggerStay

  • and OnTriggerExit.

  • So if we pause the game

  • and step through one frame at a time,

  • looking at the console will show that the

  • object enters the trigger

  • stays for a number of frames

  • and eventually exits the trigger.

  • In the same way as standard collisions,

  • one of the two objects must have a rigidbody.

  • It's standard practice to make sure that your trigger

  • colliders are static objects,

  • meaning they will not be moved by the

  • physics engine. So usually you will make

  • a trigger and then pass a rigidbody

  • through it. This example is no different.

  • We're passing our rigidbody object

  • through the trigger zone and detecting

  • when something enters that trigger.

  • So the intention with the trigger collider,

  • also known as a trigger zone,

  • is that you can call code without the

  • objects in your game physically colliding.

  • So for example, with our hoverpad,

  • we can add a force to our samoflange ball

  • to give the effect of it hovering

  • so long as it stays within the trigger zone.

  • For example, we could address the object

  • that's currently staying within the trigger

  • because the object that's staying

  • is saved in a variable called 'other'

  • of type Collider. We could then address

  • the rigidbody and add a force

  • in the direction of Vector3.up,

  • a shortcut for 'up' in world coordinates.

  • We could then multiply by a number

  • which we'll save as a variable.

  • And we'll finish out the AddForce

  • by choosing acceleration as the mode.

  • Now we'll move our object over the hoverpad

  • and we'll use Freeze Position to keep it

  • in the same place in X and Z.

  • Allowing the force of Y to create

  • the hovering effect.

  • And now if I press play, as you can see

  • as long as it stays within that area

  • it creates the effect of hovering without

  • having to interact without any part

  • of the geometry.

In order to make a collider into a

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