Triggers, Connections & Logic

Wire chamber behavior by connecting object events to actions — no scripting required.

Triggers

A trigger is an area or object that detects a gameplay event — such as the Subject entering a zone or pressing a button.

Triggers can be configured with:

  • Position, size, and rotation
  • Activation delay — wait before firing
  • One-shot / rearm behavior — where supported by the object type

Connections

Connections link a source event to a target action.

SOURCE event ↓ TARGET action

Example:

Standing Button Pressed ↓ Rising Floor Activate

To create a connection: select a source object, press L, then click the target object. Multiple objects can connect to one another. Connection delays can be added where the editor exposes them.

Logic channels

Logic channels let you express conditions that gate whether an action fires — for example, requiring multiple triggers to activate before a hazard enables.

Think of logic channels as shared state that objects can set, clear, or test. Conditions reference channel IDs defined in your chamber data.

Connections and logic are stored as level data. The same systems run in editor playtests, local play, and Workshop chambers.