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 π Core_Prefabs folder inside π Core folder
π‘ Note: Never edit the nodes within .tscn file inside π 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
The RetroCheckpoint.tscn is responsible for keeping the player progression saved. Note that it doesnβt 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

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:
Sound Exit.Unlocks Level Number) so they can access the next stage from the main menu.Next Level Path.
The RetroHazard.tscn is simply a βhurtβ zone. When any entity that has take_damage function walks into this zone, it will take damage. This zone has multiple customizations:
Damage Per Tick which is the amount of damage it applies to the entity. You can also edit how fast it is by adjusting the Tick Rate. As long as the player stands inside, it will repeatedly damage them and play the Damage Sound.