Object Game Settings

Trigger Zone

Trigger Zone settings turn an object into an event area or event controller that can start other gameplay changes.

What it controls

What this group controls

Use this page as the detailed reference for the Trigger Zone group inside the Object Game Settings menu.

Event Object

A trigger zone listens for a condition, then activates configured behavior elsewhere in the level.

Activation Sources

A zone can activate on creation, intervals, contact start, contact end, force threshold, direction, control input, damage, motor limits, character death, or another trigger.

Contact Logic

Because sensors can detect contact without blocking movement, they are useful for invisible or pass-through trigger areas.

System Bridge

Trigger zones often connect physical motion to game logic, such as starting a platform when a ball reaches a switch.

Controls reference

Controls in this panel

These are the controls exposed by the in-game Trigger Zone panel. Some controls appear only for object types that support that feature.

Is Trigger Zone

Marks the selected object as a trigger zone so it can listen for activation conditions.

Trigger Zone Target

Chooses whether this trigger zone acts on itself, connected objects, or another configured target set.

Trigger Zone Group

Assigns this trigger zone to a group so other activation rules can filter or target it.

Activate Trigger Zone When Created

Activates trigger zone when created when the selected condition happens.

Activation Count Limit

Limits how many times this trigger zone can activate.

Minimum Delay Between Activation

Prevents the trigger zone from firing again until the delay has passed.

Activate Trigger Zone After Delay

Activates trigger zone after delay when the selected condition happens.

Activation Delay

Sets the delay before activation happens.

Activate Trigger Zone On Interval

Activates trigger zone on interval when the selected condition happens.

Activation Interval

Sets the interval used for repeated activation behavior.

Interval Is Active When Trigger Zone Is Visible

Sets or controls the interval is active when trigger zone is visible value in the Trigger Zone panel.

Interval Is Active When Trigger Zone Is Invisible

Sets or controls the interval is active when trigger zone is invisible value in the Trigger Zone panel.

Trigger Connected Trigger Zone Object

Sets or controls the trigger connected trigger zone object value in the Trigger Zone panel.

Activate Trigger Zone When Main Character Dies

Activates trigger zone when main character dies when the selected condition happens.

Activate On Joint Motor Limit

Activates on joint motor limit when the selected condition happens.

Activate On Contact

Activates on contact when the selected condition happens.

Activate With Force

Activates with force when the selected condition happens.

Minimum Force To Activate

Sets the minimum force to activate used by this rule.

Activate When Contact Is Ended

Activates when contact is ended when the selected condition happens.

Activate On Contact From Direction

Activates on contact from direction when the selected condition happens.

Contact Activation Direction

Sets or controls the contact activation direction value in the Trigger Zone panel.

Activate On Touch

Activates on touch when the selected condition happens.

Activate With Play Controls

Activates with play controls when the selected condition happens.

Activation Type

Chooses the activation type or mode.

Play Controls

Plays controls when the matching gameplay event occurs.

Activate When Trigger Zone Is Visible

Activates when trigger zone is visible when the selected condition happens.

Activate When Trigger Zone Is Invisible

Activates when trigger zone is invisible when the selected condition happens.

Play Sound Fx

Plays sound fx when the matching gameplay event occurs.

Sound Fx Type

Chooses the sound fx type or mode.

Sound Fx Volume

Sets or controls the sound fx volume value in the Trigger Zone panel.

Create Object

Sets or controls the create object value in the Trigger Zone panel.

Start Auto Create Interval

Starts auto create interval when the configured condition is met.

Stop Auto Create Interval

Stops auto create interval when the configured condition is met.

Enable Body Type Change

Turns on body type change; related controls below it tune the amount, timing, type, or target.

Body Type

Chooses the body type or mode.

Toggle Object Static Body Type

Chooses the toggle object static body type or mode.

Remove Object Joint

Sets or controls the remove object joint value in the Trigger Zone panel.

Set Linear Velocity

Overrides or assigns linear velocity when this setting is active.

Linear Velocity X

Sets the X-axis value for linear velocity.

Linear Velocity Y

Sets the Y-axis value for linear velocity.

Set Angular Velocity

Overrides or assigns angular velocity when this setting is active.

Angular Velocity

Sets or controls the angular velocity value in the Trigger Zone panel.

Apply Force

Applies force to the selected object.

Force Amount

Sets the amount applied by force.

Force Angle

Sets the angle used by force.

Apply Torque

Applies torque to the selected object.

Torque Amount

Sets the amount applied by torque.

Set Alpha

Overrides or assigns alpha when this setting is active.

Alpha

Controls transparency for this object, filter, effect, or triggered value.

Toggle Object Alpha

Sets the transparency used by toggle object.

First Toggle Alpha

Sets the transparency used by first toggle.

Second Toggle Alpha

Sets the transparency used by second toggle.

Enable Motor Change

Turns on motor change; related controls below it tune the amount, timing, type, or target.

Motor Change Type

Chooses the motor change type or mode.

Enable Motor Speed Change

Turns on motor speed change; related controls below it tune the amount, timing, type, or target.

Motor Speed Amount

Sets the amount applied by motor speed.

Enable Motor Force Change

Turns on motor force change; related controls below it tune the amount, timing, type, or target.

Motor Force Amount

Sets the amount applied by motor force.

Enable Gravity Scale Change

Turns on gravity scale change; related controls below it tune the amount, timing, type, or target.

Gravity Scale Amount

Sets the amount applied by gravity scale.

Clone Object

Sets or controls the clone object value in the Trigger Zone panel.

Clone Objects Count

Sets how many clone objects are used.

Clone Object Radius

Sets the radius used by clone object.

Enable Color Object State Change

Turns on color object state change; related controls below it tune the amount, timing, type, or target.

Color State Change Type

Chooses the color state change type or mode.

Color State Change Toggle

Sets or controls the color state change toggle value in the Trigger Zone panel.

Color State Change Toggle Reverse

Sets or controls the color state change toggle reverse value in the Trigger Zone panel.

Enable Color Object State Change On Interval Change

Turns on color object state change on interval change; related controls below it tune the amount, timing, type, or target.

Color Object State Change On Interval Change Type

Chooses the color object state change on interval change type or mode.

Enable Movie Clip Change

Turns on movie clip change; related controls below it tune the amount, timing, type, or target.

Movie Clip Change Type

Chooses the movie clip change type or mode.

Enable Change Movie Clip Loop Frame

Turns on change movie clip loop frame; related controls below it tune the amount, timing, type, or target.

Start Loop Frame

Starts loop frame when the configured condition is met.

End Loop Frame

Sets or controls the end loop frame value in the Trigger Zone panel.

Set Movie Clip Frame

Overrides or assigns movie clip frame when this setting is active.

Movie Clip Frame

Sets or controls the movie clip frame value in the Trigger Zone panel.

Enable Smoke Particles Change

Turns on smoke particles change; related controls below it tune the amount, timing, type, or target.

Smoke Particles Change Type

Chooses the smoke particles change type or mode.

Enable Propulsion Change

Turns on propulsion change; related controls below it tune the amount, timing, type, or target.

Propulsion Change Type

Chooses the propulsion change type or mode.

Set Propulsion Force

Overrides or assigns propulsion force when this setting is active.

Propulsion Force Amount

Sets the amount applied by propulsion force.

Enable Object Activation

Turns on object activation; related controls below it tune the amount, timing, type, or target.

Object Activation Type

Chooses the object activation type or mode.

Enable Laser Activation

Turns on laser activation; related controls below it tune the amount, timing, type, or target.

Laser Activation Type

Chooses the laser activation type or mode.

Enable Advanced Path Change

Turns on advanced path change; related controls below it tune the amount, timing, type, or target.

Advanced Path Run Type

Chooses the advanced path run type or mode.

Enable Following Object Change

Turns on following object change; related controls below it tune the amount, timing, type, or target.

Following Object Run Type

Chooses the following object run type or mode.

Enable Smart Follow Patrol Change

Turns on smart follow patrol change; related controls below it tune the amount, timing, type, or target.

Smart Follow Patrol Run Type

Chooses the smart follow patrol run type or mode.

Enable Smart Follow Patrol Pause

Turns on smart follow patrol pause; related controls below it tune the amount, timing, type, or target.

Smart Follow Patrol Pause Type

Chooses the smart follow patrol pause type or mode.

Enable Object Deactivation Change

Turns on object deactivation change; related controls below it tune the amount, timing, type, or target.

Object Deactivation Change Type

Chooses the object deactivation change type or mode.

Enable Visibility Change

Turns on visibility change; related controls below it tune the amount, timing, type, or target.

Visibility Change Type

Chooses the visibility change type or mode.

Enable One Way Platform Change

Turns on one way platform change; related controls below it tune the amount, timing, type, or target.

Way Platform Change Type

Chooses the way platform change type or mode.

Enable Bomb Timer Change

Turns on bomb timer change; related controls below it tune the amount, timing, type, or target.

Bomb Timer Change Type

Chooses the bomb timer change type or mode.

Enable Bomb Timer Pause Change

Turns on bomb timer pause change; related controls below it tune the amount, timing, type, or target.

Bomb Timer Pause Change Type

Chooses the bomb timer pause change type or mode.

Start Object Animation

Starts object animation when the configured condition is met.

Fire Gun

Fires gun when the configured condition occurs.

Detach From Advanced Platform

Sets or controls the detach from advanced platform value in the Trigger Zone panel.

Enable Automatic Gun Activation Change

Turns on automatic gun activation change; related controls below it tune the amount, timing, type, or target.

Automatic Gun Change Type

Chooses the automatic gun change type or mode.

Enable Object Filter Change

Turns on object filter change; related controls below it tune the amount, timing, type, or target.

Object Filters Change Type

Chooses the object filters change type or mode.

Destroy Object

Sets or controls the destroy object value in the Trigger Zone panel.

How it works

How it behaves during play

These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.

Condition Check

During play, the zone checks whether its configured activation condition has happened.

Target Action

When activated, it can start or stop another behavior, change object state, activate a chip, control a gun, modify smart follow patrol, or continue a trigger chain.

Repeat Rules

Interval and repeated contact triggers can fire more than once, while one-shot setups should be used when the action must happen only once.

Direction And Force

Directional and force-based rules let the same contact area behave differently depending on how an object enters or hits it.

Setup flow

Practical setup checklist

Use this checklist while building or debugging a level that uses Trigger Zone.

Make The Zone Readable

Use visible art, level layout, or predictable placement so the player understands why something happened.

Choose A Clear Source

Pick one primary activation source first, then add extra sources only when the design needs them.

Control Repetition

Decide whether the trigger should fire once, repeatedly, or only after another system re-enables it.

Test Contact Order

Run the level with slow and fast collisions because trigger timing can change when objects hit at different speeds.