Easy Chapter Generator
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Purpose and fit

WalkToObjective detects an accepted collider entering the destination trigger. Use it for physical player arrival. Do not use it to confirm that an agent finished a route, measure distance without physics, or require NavMesh: route preview is independent from completion.

Requirements and minimum setup

  1. 1
    Create the component from the row through Create Scene Component > Walk To, or add it to a GameObject under the Chapter.
  2. 2
    Under Objective Link, choose the Ordered Objective and confirm Linked.
  3. 3
    Add a Collider to the same GameObject and enable Is Trigger. Add Sphere Collider and Enable Is Trigger repair those requirements with Undo support.
  4. 4
    Assign Player, at least one Accepted Player Layer, or a defined Player Tag. A match by reference, layer, or tag is sufficient.

Inspector fields

FieldEffectNote
Invoke Arrival OnlyInvokes On Player Arrived once without completion.On Completed does not run from arrival in this mode.
Accepted Player LayersAccepts colliders in the mask.Can be used without a tag.
Player TagAccepts a GameObject with the defined tag.An undefined tag produces a safe warning.
On Player ArrivedRuns on the first valid arrival in each cycle.Also runs in Arrival Only mode.
Collider Enable DelayKeeps the assigned collider disabled for the delay.Requires Delayed Collider when positive.
Show PathDraws a NavMesh-calculated route.Never participates in arrival detection.
Refresh Path ContinuouslyUpdates according to Path Refresh Interval.Disable for static destinations.
Player / Path Probe / Path RendererDefine route origin, calculation agent, and visible line.Required only for preview.
Path Height OffsetRaises rendered path points.Prevents z-fighting with the floor.

Runtime behavior and event order

1

Entry

OnTriggerEnter forwards a collider to HandleArrival.

2

Filter

Reference, layer, or tag must match, and arrival must not have fired.

3

Arrival

On Player Arrived runs once.

4

Request

When Arrival Only is off, TryComplete() requests advancement.

5

Acceptance

On Completed runs only when the Chapter accepts.

Reset and Validation

ResetObjective() clears inherited completion, permits arrival to fire again, cancels pending delayed activation, and restores the delayed collider to its initial state. Validation identifies a broken link, missing trigger, impossible player filter, positive delay with no collider, or preview with no renderer.

Troubleshooting

The player is not detected

Confirm that both objects are active, at least one Rigidbody participates in the physics interaction, the destination collider is a trigger, and reference, layer, or tag matches.

Arrival fires but does not complete

Clear Invoke Arrival Only and confirm that the linked record is the active Objective.

No route is visible

Check Show Path, Player, Path Probe, Path Renderer, and baked NavMesh data. Missing preview never blocks completion.

Arrival appears twice

The component suppresses repeats per cycle. Search for a second WalkToObjective with the same ID or an additional external call.