No trigger callback
Check Is Trigger, Rigidbody placement, collision layers, enabled colliders, and active GameObjects.
Components
Require a matching collider to remain inside a trigger for a configured duration before completion.
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.
| Field | Behavior | Recommendation |
|---|---|---|
| Required Object | Accepts that GameObject and child colliders | Preferred; stable despite renaming |
| Required Object Name | Fallback exact collider GameObject name | Use only when a reference cannot be serialized |
| Required Stay Time | Negative/zero means immediate; positive accumulates in OnTriggerStay | Use 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.
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.
Check Is Trigger, Rigidbody placement, collision layers, enabled colliders, and active GameObjects.
The collider object's name—not necessarily its parent root—is compared. Assign Required Object instead.
Required Stay Time is zero or negative by design.