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