-
Notifications
You must be signed in to change notification settings - Fork 0
Volumes ‐ Trigger volumes
Will Corby edited this page Jul 8, 2024
·
8 revisions
OWTriggerVolume is a general volume that is used in various places from forces and fluids to loading and unloading.
- First, add any kind of Shape or Collider
- Add the OWTriggerVolume
- If using Collider, it should be set as a trigger and the GameObject layer should be set to "BasicEffectVolume".
- If using Shape, its collision mode should be set as volume.
- Depending on the shape of the detector (assuming you are adding a volume shape) you might have to turn on "point checks only", which will make it only test for overlap with the center of the detector shape.
For example, the player has a capsule shape, which only works with capsules, boxes, and spheres, so there's a good chance you'll need to turn this on.
Check forCollision test between _ and _ not handled.
in the logs if your volumes aren't working. This is a sign you need to turn this on.
- Depending on the shape of the detector (assuming you are adding a volume shape) you might have to turn on "point checks only", which will make it only test for overlap with the center of the detector shape.
- This should be all done automatically upon adding the OWTriggerVolume component, if you add the Shape or Collider first.
You can right click on the OWTriggerVolume and clickReset
to call the same function that does this stuff automatically when you add the component.
- Edit the Shape/Collider as you see fit
You can also put EntrywayTriggers on child GameObjects of the OWTriggerVolume GameObject.
These trigger act as "doorways" that you can use to enter/exit the volume, depending on which way something goes through it
The exit direction is indicated by the red line.