Trigger Zones are invisible areas in your level that react when the player walks into them. U.R.S.T. includes a variety of specialized zones to handle level progression, environmental hazards, and complex scripted events. You can find all these ready scenes within the πŸ“ Core_Prefabs folder inside πŸ“ Core folder

πŸ’‘ Note: Never edit the nodes within .tscn file inside πŸ“ Core_Prefabs folder. If you must edit a node, it is highly recommned to right-click the .tscn, choose New Inherited Scene and edit that scene instead.

Brief Video Guide: https://youtu.be/5pehdoberx4


🏁 Checkpoints Zone

The RetroCheckpoint.tscn is responsible for keeping the player progression saved. Note that it doesn’t save any state! The way this checkpoint works is identitcal to how the New-U Checkpoint in Borderlands works. It respawn the player in the last saved position and the exact direction they are facing with full health. The first position saved will always be where the player started in the map. You can assign a custom Checkpoint Sound to give a audio cue feedback. Once triggered, it turns itself off so it won't spam the player if they backtrack

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🚩 Exit Zone

The RetroExit.tscn is the finish line (end of the level). When the player trigger this zone, the template automatically executes a sequence as follows:

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☠ Environmental Hazards Zone

The RetroHazard.tscn is simply a β€œhurt” zone. When any entity that has take_damage function walks into this zone, it will take damage. This zone has multiple customizations: