> For the complete documentation index, see [llms.txt](https://docs.overthereality.ai/over-sdk-manual/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.overthereality.ai/over-sdk-manual/over-visual-scripting-legacy/nodes/flow/other-events/trigger.md).

# Trigger

### Description

This collection of [OverNode](/over-sdk-manual/over-visual-scripting-legacy/visual-scripting-essentials/overnode.md) represents all the nodes that interact with the physics Unity Trigger system.

GameObjects involved in the collision must contain a Collider component. One must have Collider.isTrigger enabled, and contain a Rigidbody. If both GameObjects have Collider.isTrigger enabled, no collision happens. The same applies when both GameObjects do not have a Rigidbody component.

#### Trigger Node

The main element of this system consists of a Trigger Node, that fires its execution on detecting a specific Trigger event.

Each Trigger Node must refer to a specific `Target` GameObject, accordingly equipped with a Unity3D [Collider](https://docs.unity3d.com/ScriptReference/Collider.html) Component.&#x20;

A `Mode` parameter can be selected in order to further customize the execution of the node, specifically:

<table><thead><tr><th width="204">Name</th><th>Description</th></tr></thead><tbody><tr><td>Enter</td><td>Sets the node to be executed when a physical object enters the Target Collider space</td></tr><tr><td>Stay</td><td>Sets the node to be executed when a physical object stays inside the Target Collider space</td></tr><tr><td>Exit</td><td>Sets the node to be executed when a physical object exits the Target Collider space</td></tr></tbody></table>

The Node also exposes some parameters:

<table><thead><tr><th width="205.7659040188865">Name</th><th width="194.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Other</td><td><a href="https://docs.unity3d.com/ScriptReference/Collider.html">Collider</a></td><td>A reference of the input Unity3D Collider Component of the object colliding with the Target</td></tr></tbody></table>

<figure><img src="/files/Q6fyVP9PkZtdqVq4zQlH" alt=""><figcaption></figcaption></figure>

#### OverTriggerListener

For the Node system to communicate to the Unity3D Runtime environment, an OverTriggerListener component must be associated with the Target GameObject.&#x20;

Its main function is to provide a bridge between the node system and the UnityEngine event system, which handles trigger events automatically.

<figure><img src="/files/7qX85vIydaU1d125julh" alt=""><figcaption></figcaption></figure>

#### Trigger Lazy Load

The "Trigger Lazy Load" node is designed to register a trigger event on a GameObject. When the GameObject's collider interacts with another collider in a specified mode (Enter, Exit, Stay), the node triggers an event.

| Property | Type            | Description                                                                                          |
| -------- | --------------- | ---------------------------------------------------------------------------------------------------- |
| Target   | GameObject      | The input slot for the GameObject which is monitored for trigger events.                             |
| Other    | Collider        | The output slot that will output the Collider that interacted with the target GameObject's Collider. |
| Mode     | Enum (Dropdown) | A dropdown menu that allows selection of the trigger interaction mode: Enter, Exit, or Stay.         |

<figure><img src="/files/e3IRN8PCzrvgZy4AMc3n" alt=""><figcaption></figcaption></figure>
