This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm (Experimental)
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

World Trigger

A world trigger is a cuboid shaped object, which fires callbacks when any node (collider or not) gets inside or outside of it. This trigger can be used to detect nodes and access their components and parameters.

A World Trigger Affecting Meshes

See also#

  • WorldTrigger class to manage world triggers via API
  • A set of samples located in the data/samples/worlds folder:
    1. trigger_01
    2. trigger_02

Creating a World Trigger#

To create a world trigger via UnigineEditor:

  1. On the Menu bar, choose Create -> Logic -> World Trigger

    Trigger Creation
  2. Place the node in the scene.

Editing a World Trigger#

In the Node tab of the Parameters window, you can adjust the following parameters of the trigger:

Node tab of the World Trigger node

Bounding Box Parameters

A set of bounding box parameters:

Edit Size Toggles the editing mode for the world trigger node on and off. When enabled, the bounding box sides that can be resized are highlighted with the colored rectangles. To change the size of a side, drag the corresponding rectangle.

Touch Toggles the touch mode for the trigger on and off. With this mode on, the trigger reacts to the node at a partial contact. Otherwise, the trigger reacts only if the whole bounding box gets inside it.
Size The size of the trigger's bounding box along the X, Y, and Z axes, in units.

Setting Up Callbacks#

To add an enter or leave callback, write a callback function that receives a Node as its first argument. Then use an addEnterCallback or addLeaveCallback method to specify the function to be called.

Source code (C++)
// add the enter callback to be fired when a node enters the world trigger
worldTrigger->addEnterCallback(MakeCallback(this, &AppWorldLogic::enter_callback));
// add the leave callback to be fired when a node leaves the world trigger
worldTrigger->addLeaveCallback(MakeCallback(this, &AppWorldLogic::leave_callback));
Source code (C#)
// add the enter callback to be fired when a node enters the world trigger
worldTrigger.AddEnterCallback(enter_callback);
// add the leave callback to be fired when a node leaves the world trigger
worldTrigger.AddLeaveCallback(leave_callback);
Last update: 2020-11-24
Build: ()