Interaction, Dialogue, and Logic · Version 0.5

Trigger Actions

Run a conditional Action Sequence automatically on scene start, trigger entry, or trigger exit without requiring player interaction.

Trigger Actions is a scene Component for automatic logic. It uses the same Condition Tree and Action Sequence authorities as dialogue, consumables, and Interaction Actions, but it fires from a scene or Collider event instead of the Interact key.

Trigger events

  • Scene Start runs once after the runtime scene begins.
  • Trigger Enter runs when an accepted object enters the Collider trigger.
  • Trigger Exit runs when an accepted object leaves the Collider trigger.

Authoring controls

  • Required Tag filters which entering or exiting objects are accepted, commonly Player.
  • Optional Condition must pass before Actions run.
  • Run Once prevents later executions after the first success.
  • Cooldown Seconds limits repeated execution.
  • Stop on Failure stops later Actions after a failed required step.
  • Atomic RPG State rolls back supported RPG and Game State changes when the sequence fails.
  • Success Behavior may leave the trigger, disable it, or destroy it after success.
  • Success and failure messages can appear through runtime notifications.

Create an automatic trigger

  1. Add Trigger Actions to a Game Object.
  2. Configure the required Collider area; Filmstrip will ensure it behaves as a trigger.
  3. Choose Scene Start, Trigger Enter, or Trigger Exit.
  4. Set the Required Tag when the event uses another object.
  5. Author the optional Condition and ordered Actions.
  6. Configure run-once, cooldown, rollback, messages, and success behavior.
  7. Test the event in Play Mode.