Automatic trigger never fires
Check Trigger Automatically, Is Trigger, Rigidbody rules, exact object or layer/tag filters.
Components
Run a reusable burst of activation, destruction, physics, material, audio, particle, and UnityEvent effects.
Detonator executes a delayed burst of transport actions, object activation/deactivation, material replacement, and a final UnityEvent. It can be fired explicitly or by a matching trigger collider. It is classified as an Action because it does not own an Ordered Objective and does not automatically complete progression unless one of its configured transport adapters or events deliberately does so.
Use it to coordinate a destruction effect, reveal a changed environment, or stage several scene reactions from one signal. Do not use it as a general timeline or reversible state machine: its built-in reset cancels a pending delay and rearms the one-shot flag but does not undo already executed scene changes.
| Area | Field | Behavior |
|---|---|---|
| Timing | Start Delay | Unscaled delay before actions |
| Automatic Trigger | Trigger Automatically | Allows enter/stay to call Detonate |
| Filter | Required Object | Exact root and children take priority |
| Filter | Required Tag / Accepted Layers | Used only without an exact object; invalid tags fail safely |
| Transport | Transport Actions | Executed first with current Chapter context |
| Scene Objects | Activate / Deactivate | Applies active state to non-null entries |
| Materials | Target, Replacement, Include Children | Uses renderer material instances |
| Event | On Detonated | Invoked after configured actions |
ResetDetonator() stops a pending coroutine and sets IsDetonated false. If actions already ran, it does not restore transforms, object active states, or materials.
Check Trigger Automatically, Is Trigger, Rigidbody rules, exact object or layer/tag filters.
This is deliberate: undefined tags are caught and treated as no match.
Restoration is project-owned. Pair ResetDetonator with explicit inverse actions or reload a known scene state.