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Require one collider in a trigger

TriggerObjective accepts an exact GameObject, any child collider of that object, or an exact fallback object name. It requests completion immediately on entry when Required Stay Time is zero or negative; otherwise the same collider must remain inside until scaled elapsed time reaches the configured duration.

Use it for pressure zones, inspection areas, or non-player objects that must remain present. Use WalkToObjective when the semantic intent is player arrival and you need layer/tag filters, arrival-only signaling, delayed collider activation, or a route preview.

Fields and physics requirements

FieldBehaviorRecommendation
Required ObjectAccepts that GameObject and child collidersPreferred; stable despite renaming
Required Object NameFallback exact collider GameObject nameUse only when a reference cannot be serialized
Required Stay TimeNegative/zero means immediate; positive accumulates in OnTriggerStayUse a visible cue for longer holds

The trigger GameObject needs a Collider with Is Trigger. Unity physics also needs a valid collider/Rigidbody pairing for trigger messages. The component does not create or resize a collider.

Execution and reset

On accepted entry, the component caches that collider and clears elapsed time. On stay, only the same cached collider contributes. Leaving clears both values, so a later entry starts the hold again. After local completion, trigger callbacks stop changing state.

ResetObjective() clears the base completion flag, cached collider, and elapsed hold time. It does not move the required object out of the zone; if the physics engine does not emit a fresh enter/stay after reset, reposition the object as part of project reset.

Example: keep a crate on a plate

  1. 1
    Add a trigger collider and TriggerObjective to the pressure plate zone.
  2. 2
    Assign the crate root as Required Object and set Required Stay Time to 2.
  3. 3
    Link the Objective and enter Play Mode. Move the crate into the zone for one second, then out: the timer must reset.
  4. 4
    Place it inside for two continuous seconds: the active row should complete once.

No trigger callback

Check Is Trigger, Rigidbody placement, collision layers, enabled colliders, and active GameObjects.

Name match fails

The collider object's name—not necessarily its parent root—is compared. Assign Required Object instead.

Completion happens immediately

Required Stay Time is zero or negative by design.