Subtitles section Play video Print subtitles In order to make a collider into a trigger we simply check the 'Is Trigger' checkbox on the component settings in the inspector. When a collider is a trigger things will no longer bump into it. Instead they will pass through it and this can be detected via code. Similar to normal colliders, events are called when other colliders are overlapping with the trigger collider. In this example we have a box collider with Is Trigger checked and a falling 'prop samoflange' ball object. This object enters the trigger, stays as it rolls forward and then exits. To check these events we attach a script to the trigger, which is registering OnTriggerEnter and logging to the console and likewise OnTriggerStay and OnTriggerExit. So if we pause the game and step through one frame at a time, looking at the console will show that the object enters the trigger stays for a number of frames and eventually exits the trigger. In the same way as standard collisions, one of the two objects must have a rigidbody. It's standard practice to make sure that your trigger colliders are static objects, meaning they will not be moved by the physics engine. So usually you will make a trigger and then pass a rigidbody through it. This example is no different. We're passing our rigidbody object through the trigger zone and detecting when something enters that trigger. So the intention with the trigger collider, also known as a trigger zone, is that you can call code without the objects in your game physically colliding. So for example, with our hoverpad, we can add a force to our samoflange ball to give the effect of it hovering so long as it stays within the trigger zone. For example, we could address the object that's currently staying within the trigger because the object that's staying is saved in a variable called 'other' of type Collider. We could then address the rigidbody and add a force in the direction of Vector3.up, a shortcut for 'up' in world coordinates. We could then multiply by a number which we'll save as a variable. And we'll finish out the AddForce by choosing acceleration as the mode. Now we'll move our object over the hoverpad and we'll use Freeze Position to keep it in the same place in X and Z. Allowing the force of Y to create the hovering effect. And now if I press play, as you can see as long as it stays within that area it creates the effect of hovering without having to interact without any part of the geometry.
B1 UK trigger collider object hovering enters zone Colliders as Triggers - Unity Official Tutorials 49 2 朱瑛 posted on 2014/05/02 More Share Save Report Video vocabulary