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

Allow interval-based trigger activation while the zone is visible.

Interval Is Active When Trigger Zone Is Invisible

Allow interval-based trigger activation while the zone is outside the visible scene.

Trigger Connected Trigger Zone Object

Forward activation to a connected trigger zone to build an event chain.

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

Choose the contact direction required for directional activation.

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

Set the volume of the trigger's sound effect.

Create Object

Create an instance of the connected target when the zone activates.

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

Change the target's body type to the configured dynamic, static or kinematic choice on activation.

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

Remove the target object's supported joint when the trigger activates.

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

Set the target's rotational velocity when the angular-velocity action is enabled.

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

Apply the selected motor enable, disable or toggle action to the connected target.

Motor Change Type

Chooses the motor change type or mode.

Enable Motor Speed Change

Apply the configured motor speed change to the connected target.

Motor Speed Amount

Sets the amount applied by motor speed.

Enable Motor Force Change

Apply the configured motor force change to the connected target.

Motor Force Amount

Sets the amount applied by motor force.

Enable Gravity Scale Change

Apply the configured gravity scale to the connected target.

Gravity Scale Amount

Sets the amount applied by gravity scale.

Clone Object

Create configured copies of the connected target when the zone activates.

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

Apply the selected state-change action to a connected color object.

Color State Change Type

Chooses the color state change type or mode.

Color State Change Toggle

Use toggling for the configured color-state change.

Color State Change Toggle Reverse

Reverse the toggled color-state progression.

Enable Color Object State Change On Interval Change

Change the color object's state when the configured interval change occurs.

Color Object State Change On Interval Change Type

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

Enable Movie Clip Change

Apply the selected MovieClip playback action to the connected target.

Movie Clip Change Type

Chooses the movie clip change type or mode.

Enable Change Movie Clip Loop Frame

Change the target MovieClip's start and end loop frames.

Start Loop Frame

Starts loop frame when the configured condition is met.

End Loop Frame

Choose the last frame in the new MovieClip loop range.

Set Movie Clip Frame

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

Movie Clip Frame

Choose the frame used by the set-frame action.

Enable Smoke Particles Change

Apply the selected smoke-particle state change to the target.

Smoke Particles Change Type

Chooses the smoke particles change type or mode.

Enable Propulsion Change

Apply the selected propulsion start, stop or toggle action.

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

Apply the selected active-state action to the target object.

Object Activation Type

Chooses the object activation type or mode.

Enable Laser Activation

Apply the selected laser activation action to the connected laser.

Laser Activation Type

Chooses the laser activation type or mode.

Enable Advanced Path Change

Start, stop or change the connected object's advanced-path run state.

Advanced Path Run Type

Chooses the advanced path run type or mode.

Enable Following Object Change

Apply the selected following start or stop action to the connected follower.

Following Object Run Type

Chooses the following object run type or mode.

Enable Smart Follow Patrol Change

Apply Start, Stop or Toggle to the target's configured Smart Follow patrol.

Smart Follow Patrol Run Type

Chooses the smart follow patrol run type or mode.

Enable Smart Follow Patrol Pause

Pause or resume the target's patrol according to the selected pause action.

Smart Follow Patrol Pause Type

Chooses the smart follow patrol pause type or mode.

Enable Object Deactivation Change

Apply the selected deactivation action to the target.

Object Deactivation Change Type

Chooses the object deactivation change type or mode.

Enable Visibility Change

Show or hide the target according to the selected visibility action.

Visibility Change Type

Chooses the visibility change type or mode.

Enable One Way Platform Change

Change the target's one-way-platform behavior using the selected action.

Way Platform Change Type

Chooses the way platform change type or mode.

Enable Bomb Timer Change

Apply the selected bomb-timer action to the connected bomb.

Bomb Timer Change Type

Chooses the bomb timer change type or mode.

Enable Bomb Timer Pause Change

Pause or resume the bomb timer according to the selected action.

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

Detach the target from its advanced platform when the trigger activates.

Enable Automatic Gun Activation Change

Apply the selected automatic-firing state change to the target gun.

Automatic Gun Change Type

Chooses the automatic gun change type or mode.

Enable Object Filter Change

Apply the selected filter change to the target object.

Object Filters Change Type

Chooses the object filters change type or mode.

Destroy Object

Destroy the connected target when the zone activates.

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.

Creator guide

Start and stop connected chips

Trigger zones can control a connected chip in addition to motors, objects, paths and patrols.

Chip actions

Chip actions options
OptionWhat it does
Enable Chip Start/StopEnable the chip-control action on the zone.
Chip ActionChoose the start, stop or toggle command sent to the connected chip.