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This component sends messages when an object enters, exits, or stays in a given trigger area. Must be attached to a collider marked ’isTrigger’. To use, ensure that this object’s collision layer collides only with objects you wish to activate it. Then, define some Messages to be sent by drag & dropping a target onto ’Message Target’ then selecting a message from the list you want to send. You can also use tags to further cull the results.
List<string>
activeTagsA list of tags that trigger this message sender
Default value: new List<string>()
bool
checkRootWhen checking tags, do we check the collision object or it’s root transform?
Default value: false
string
mecanimTriggerTrigger for Mecanim to occur when the zone is triggered
MessageManager.ManagedMessage
messageMessage to send on entry
MessageManager.ManagedMessage
messageToEnteringEntityMessage to send to the object that entered the trigger
bool
messageOnExitShould we send a message when the object leaves?
Default value: false
MessageManager.ManagedMessage
exitMessageMessage to send when the object leaves, if enabled
string
targetLevelName of the scene to load when triggered, must be added to build settings
List<string>
activeTagsA list of tags that trigger this message sender
Default value: new List<string>()
bool
checkRootWhen checking tags, do we check the collision object or it’s root transform?
Default value: false
string
mecanimTriggerTrigger for Mecanim to occur when the zone is triggered
MessageManager.ManagedMessage
messageMessage to send on entry
MessageManager.ManagedMessage
messageToEnteringEntityMessage to send to the object that entered the trigger
bool
messageOnExitShould we send a message when the object leaves?
Default value: false
MessageManager.ManagedMessage
exitMessageMessage to send when the object leaves, if enabled
string
targetLevelName of the scene to load when triggered, must be added to build settings
Next: Axis Float, Previous: Active Collider, Up: Interaction.Input [Contents][Index]