Chapter 5. Prefabs, Collection, and HUD
In this chapter, we'll continue our work from Chapter 4. Working with a similar approach to the previous chapter, we will be expanding our knowledge of collision detection by using a third method of collision, that is, by using colliders as Triggers.
Triggers are often referred to as actual components. However, in simple terms, they are the primitive colliders you are already familiar with, but with the trigger mode set in the Inspector using the Is Trigger checkbox, as shown in the following screenshot:
As we have already set up an outpost with an opening door, we will now restrict player access by making ...