# Trigger Proxy

## Overview

This components is perfect for doing quick **OnTriggerEnter** / **OnTriggerExit** logics. The power of this component is that when an Object has several colliders inside a hierarchy, you can use the On Gameobject Enter/Exit to find which is the Root GameObject that really enter or exit the Trigger.

<figure><img src="/files/lS4uYxP8FDhljyxGXdQS" alt=""><figcaption></figcaption></figure>

## Requirements

This component requires any type of collider to work.

![](/files/-MYh1g7MkcOSmgZedUlv)

The Collider need to be set as Trigger.

## Parameters

### Layer

Which Layers will be checked on the entering colliders.

### Trigger Interaction

What to do with the Triggers entering this Trigger: collide or ignore

### Use on Trigger Stay

If true, invokes the OnTriggerStay event on all the gameobjects that enter the collider

### One Time Use

Sets that this trigger proxy can only be used Once

### Tags

Allows you to set specific Malbers Tags that are only allowed to use this trigger proxy

### Debug

When is Active it will show all the colliders and gameObjects entering the trigger.

![](/files/-MYh4CXbshdP5LW26tNT)

## Events

### On Trigger Enter

Invoked when a collider enters the trigger. &#x20;

### On Trigger Exit

Invoked when a collider exits trigger.

### On Empty

Invokes when resetting the Trigger Proxy

### On GameObject Enter

Invoked when a GameObject enters the trigger. &#x20;

### On GameObject Exit

Invoked when a GameObject exits the trigger. &#x20;


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