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Trigger ComponentThis EntityComponent is a wrapper around a trigger. The trigger itself is triggered by rigidbodies moving into its volume. You can add a callback, which will be fired when that happens, or you can have it store the collision data, so that you can pick it up and to whatever you want to do with it. The volume of the trigger can be taken from a collision model, or a collision shape. // TODO: finish Programming in C++
// TODO: finish Scripting in LuaYes, working. Very working. |
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