🟩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.
Requirements
This component requires any type of collider to work.
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.
Events
On Trigger Enter
Invoked when a collider enters the trigger.
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.
On GameObject Exit
Invoked when a GameObject exits the trigger.
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