With the Perception Trigger, you can drive gameplay using line of sight between the device and players. When conditions related to line-of-sight checks are satisfied, the Perception Trigger transmits a signal through a channel to activate other devices.
- From Create mode, press the Tab key to open the CREATIVE inventory screen.
- Click the GALLERIES tab and scroll to select the gallery that has your device. You can also use the Search box or the Categories panel on the left to find the gallery.
- Click OPEN then select one or more individual devices in the gallery.
- Click PLACE NOW to place immediately, or put the device in the QUICK BAR to place later.
- Press Esc to return to your island in Create mode. Use your phone tool to position the device, then left-click to place it. Press Esc to detach the device from your phone.
- Point at the device with your phone. If the CUSTOMIZE popup doesn't open immediately, move closer until it does, then press E to open the CUSTOMIZE panel.
Customizing a Device Name
If you're using multiple copies of a device on an island, it can be helpful to rename them with context-specific names. For example, if you have multiple perception triggers in different parts of your island or that do differet things, you can rename them according to where they are or what they do.
- Open the CUSTOMIZE panel and click the Settings (gear) icon on the bottom left of the panel.
- Click RENAME, and type the new device name. You can use up to 60 characters.
- Click SAVE.
Once you’ve saved, the new name will appear at the top of the CUSTOMIZE panel. It will also show up when you point at the device with your phone while in Create mode.
Device Options
In its default state, the Perception Trigger does nothing. You must specify a channel to communicate with other devices for this device to be effective. You can configure the device to trigger only for certain classes or teams, to trigger a limited number of times, and to add a trigger delay and a reset delay. You can also configure the device to display a visual effect or play a sound when triggered.
You can configure this device with the following options.
Default values are bold.
Basic Options
Option | Value | Description |
---|---|---|
Trigger Sound | Enabled, Disabled | Determines whether or not the device triggers an audio effect. |
Visible in Game | Yes, No | Whether or not the device will be visible during the game. |
All Options (Additional)
Option | Value | Description |
---|---|---|
Times Can Trigger | Infinite, Pick a number | Determines the number of times this device can trigger before it is disabled. |
Device Sees A Player Times Can Trigger | Infinite, Pick a number | Determines the number of times this device can trigger "Device Sees A Player" before it is disabled. |
Device Loses Sight Of A Player Times Can Trigger | Infinite, Pick a number | Determines the number of times this device can trigger "Device Loses Sight Of A Player" before it is disabled. |
Player Looked At Times Can Trigger | Infinite, Pick a number | Determines the number of times this device can trigger "Player Looked At" before it is disabled. |
Player Looked Away Times Can Trigger | Infinite, Pick a number | Determines the number of times this device can trigger "Player Looked Away" before it is disabled. |
Activating Team | Any, Pick a team | Determines which team can activate this device. |
Allowed Class | No Class, Any, Pick a class | Determines which class can activate this device. |
Player Looked At Transmit Every X Triggers | 1, Pick a number | Sets the device to only send "Player Looked At" after being triggered the specified number of times. |
Player Looked Away Transmit Every X Triggers | 1, Pick a number | Sets the device to only send "Player Looked Away" after being triggered the specified number of times. |
Device Sees A Player Transmit Every X Triggers | 1, Pick a number | Sets the device to only send "Device Sees A Player" after being triggered the specified number of times. |
Device Loses Sight Of A Player Transmit Every X Triggers | 1, Pick a number | Sets the device to only send "Device Loses Sight Of A Player" after being triggered the specified number of times. |
Delay | None, Pick a delay time | After being triggered, the device will wait this amount of time (in seconds or minutes) before sending a signal. |
Reset Delay | None, Pick a reset time | Specifies the length of time the device must wait after being triggered before it can be triggered again. |
Trigger Sound | Enabled, Disabled | Determines whether a sound is played when the device is triggered. |
Trigger VFX | Enabled, Disabled | Determines whether visual effects are displayed when the device is triggered. |
Enabled on Game Start | Enabled, Disabled | Determines whether or not the device is enabled when the game starts. |
Direct Event Binding System
Direct event binding allows devices to communicate directly, which makes your workflow more intuitive, and gives you more freedom to focus on your design ideas. With this system, devices communicate directly with other devices.
Below are the functions and events for this device.
Perception Trigger Functions
Option | Select Device | Select Event | Description |
---|---|---|---|
Enable When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Enables the device on receiving a signal from the selected channel. |
Disable When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Disables the device on receiving a signal from the selected channel. |
Reset Times Triggered When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Resets the number of times the trigger has been activated. This resets the Transmits Every X Triggers and Times and Trigger options. |
Perception Trigger Events
Option | Select Device | Select Event | Description |
---|---|---|---|
On Device Sees a Player Send Event To | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Transmits a signal on the selected channel when the device has a direct line of sight to a player. |
On Device Loses Sight of a Player Send Event To | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Transmits a signal on the selected channel when the device loses line of sight to a player. |
On Player Looks at Device Send Event To | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Transmits a signal on the selected channel when a player has line of sight to the device. |
On Player Looks Away From Device Send Event To | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Transmits a signal on the selected channel when a player loses line of sight to the device. |
Design Examples
Here are some examples of how you can use the Perception Trigger device.
Hide and Seek
Create a hide-and-seek game using the Perception Trigger as the seeker. To make the game more interesting, turn the Perception Trigger on and off every 5 seconds to give the player opportunities to move around the room.
Devices used:
- 1 x Perception Trigger
- 1 x Damage Volume
- 1 x HUD Message
- 2 x Timed Objective
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Create a simple hide-and-seek area with different obstacles to block the seeker’s sightline.
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Place a Damage Volume in the center of the play area and customize it to the following settings:
Option | Value | Description |
---|---|---|
Zone Width | 7 | The Damage Volume will be 7 tiles wide. Adjust this setting so the Damage Volume encompasses the entire area of the game. |
Zone Depth | 3 | The Damage Volume will be 3 tiles deep. Adjust this setting so that the Damage Volume encompasses the entire area of the Hide and Seek game. |
Damage Type | Elimination | If a player is inside of the Damage Volume, they will be immediately eliminated. |
Enabled During Phase | None | The Damage Volume will begin disabled. |
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Place a HUD Message outside of the play area and customize it to the following settings:
Option | Value | Description |
---|---|---|
Message | You’ve Been Spotted! | This message will show when the player is spotted by the Perception Trigger. |
Time From Round Start | Off | The message will not be shown automatically after the round starts. |
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Place a large Perception Trigger toward one end of the play area and customize it to the following settings:
Option | Value | Description |
---|---|---|
Enabled on Game Start | Disabled | The Perception Trigger will be disabled when the game starts. |
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Set the direct event bindings of the Perception Trigger to the following:
Function | Device | Event | Description |
---|---|---|---|
On Device Sees A Player Send Event To | DamageVolume | Enable | When the player is spotted, the Damage Volume will turn on, eliminating them. |
On Device Sees A Player Send Event To | SeenHUDMessage | Show | When the player is spotted, they will be shown a HUD Message telling them that they were spotted. |
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To create the effect of the eye turning on and off every 5 seconds, you will use two Timed Objectives. Place a Timed Objective outside of the play area. This will be the device that enables the Perception Trigger, so give it a clear name. Customize it to the following settings:
Option | Value | Description |
---|---|---|
Start When Round Starts | Yes | The Timed Objective will begin counting when the round starts. |
Time | 5 Seconds | The Timed Objective will complete after 5 seconds. |
Timer Label Text | The eye will see in… | The HUD will display this label before the countdown. |
Visible During Game | No | The Timed Objective itself will not be visible during gameplay. |
Completion Behavior | Reset | After completing the countdown, the Timed Objective will reset and will be ready to be started again. |
Audio Effects | Off | The Timed Objective will not play any audio effects. |
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Place another Timed Objective outside of the play area. This will be the device that disables the Perception Trigger, so give it a clear name that differentiates it from the other Timed Objective. Customize it to the following settings:
Option | Value | Description |
---|---|---|
Time | 5 Seconds | The Timed Objective will complete after 5 seconds. |
Timer Label Text | The eye will stop looking in… | The HUD will display this label before the countdown. |
Visible During Game | No | The Timed Objective itself will not be visible during gameplay. |
Completion Behavior | Reset | After completing the countdown, the Timed Objective will reset and will be ready to be started again. |
Audio Effects | Off | The Timed Objective will not play any audio effects. |
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Set the direct event bindings of the first Timed Objective to the following:
Function | Device | Event | Description |
---|---|---|---|
On Completed Send Event To | PerceptionTrigger | Enable when Receiving From | When this Timed Objective completes, it enables the Perception Trigger. |
On Completed Send Event To | StopLookingTimedObjective | Start | When this Timed Objective completes, it starts the countdown on the other Timed Objective. |
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Set the direct event bindings of the second Timed Objective to the following:
Function | Device | Event | Description |
---|---|---|---|
On Completed Send Event To | PerceptionTrigger | Disable when Receiving From | When this Timed Objective completes, it disables the Perception Trigger. |
On Completed Send Event To | StartLookingTimedObjective | Start | When this Timed Objective completes, it starts the countdown on the other Timed Objective. |
Here’s an overview of how devices communicate in this example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
DamageVolume |
Enable | PerceptionTrigger |
On Device Sees A Player Send Event To | When the player is spotted, the Damage Volume will turn on, eliminating them. |
SeenHUDMessage |
Show | PerceptionTrigger |
On Device Sees A Player Send Event To | When the player is spotted, they will be shown a HUD Message telling them that they were spotted. |
PerceptionTrigger |
Enable when Receiving From | StartLookingTimedObjective |
On Completed Send Event To | When this Timed Objective completes, it enables the Perception Trigger. |
StopLookingTimedObjective |
Start | StartLookingTimedObjective |
On Completed Send Event To | When this Timed Objective completes, it starts the countdown on the other Timed Objective. |
PerceptionTrigger |
Disable when Receiving From | StopLookingTimedObjective |
On Completed Send Event To | When this Timed Objective completes, it disables the Perception Trigger. |
StartLookingTimedObjective |
Start | StopLookingTimedObjective |
On Completed Send Event To | When this Timed Objective completes, it starts the countdown on the other Timed Objective. |
You now have the basic functionality for a hide and seek game using the Perception Trigger.
This basic functionality could be extended and applied in many different game modes for interesting results. You could create a game where the player needs to reach a certain objective without being spotted. Or consider exploring a competitive multiplayer mode in which players have to battle one another while avoiding being seen by the eye. There are many possibilities, so try to find creative ways to combine different game mechanics in new and unexpected ways.
Moving Target
Use the Perception Trigger’s player sightline functionality to change the game based on where the player is looking. In this example, create targets that disappear one second after the player first sees them.
Devices used:
- 3 x Perception Trigger
- 1 x Item Granter
- 1 x Player Spawner
- 3 x Prop Manipulator
- 3 x Trigger
- 1 x Random Number Generator
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Place an Item Granter and, while standing near it, drop a Tactical Assault Rifle to register the weapon.
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Place a Player Spawner in a central location and keep the default settings. Set the direct event bindings to the following:
Function | Device | Event | Description |
---|---|---|---|
On Player Spawned Send Event To | ItemGranter | Grant Item | When the player spawns, they will be granted the Tactical Assault Rifle. |
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Place a target prop and attach a Prop Manipulator to it. Customize the Prop Manipulator to the following settings:
Option | Value | Description |
---|---|---|
Start Hidden | Yes | At the beginning of the game, the target will be invisible. |
Prop Health | Invulnerable | The target will not be destructible. |
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In front of the target prop, place a Perception Trigger and customize it to the following settings:
Option | Value | Description |
---|---|---|
Delay | 1 Second | The Perception Trigger will send an event 1 second after it is triggered. |
Visible in Game | No | The Perception Trigger will not be visible during gameplay. |
Enabled on Game Start | Disabled | The Perception Trigger will start the game disabled. |
-
Place a Trigger and customize it to the following settings:
Option | Value | Description |
---|---|---|
Trigger Sound | Disabled | The Trigger will not make a sound when it is triggered. |
-
Set the direct event bindings of the Trigger to the following:
Function | Device | Event | Description |
---|---|---|---|
On Triggered Send Event To | PropManipulator1 | Show Props | When this Trigger is triggered, the Prop Manipulator will show the target prop. |
On Triggered Send Event To | PerceptionTrigger1 | Enable when Receiving From | When this Trigger is triggered, the corresponding Perception Trigger will be enabled. |
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Place a Random Number Generator away from the play area and customize it to the following settings:
Option | Value | Description |
---|---|---|
Value Limit 2 | 3 | The Random Number Generator will choose a value between 1 and 3. |
Roll Time | Instant | The Random Number Generator will not have any delay when picking a number. |
Pick Each Number Once | Yes (Reset on Game Start) | The Random Number Generator will not repeat the same number twice until it has chosen all available numbers. |
Zone | Forward | A trigger zone will extend out in front of the Random Number Generator. |
Length | 3 | The trigger zone will be 3 tiles long. |
Play Audio | No | The Random Number Generator will not play any audio. |
Activate on Game Phase | Game Start | The Random Number Generator will automatically activate when the game begins. |
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Set the direct event bindings of the Perception Trigger to the following:
Function | Device | Event | Description |
---|---|---|---|
On A Player Looks At Device Send Event To | PropManipulator1 | Hide Props | 1 second after the player looks at the Perception Trigger, the target prop will be hidden. |
On A Player Looks At Device Send Event To | PerceptionTrigger1 | Disable when Receiving From | 1 second after the player looks at the Perception Trigger, the Perception Trigger itself will be disabled. |
On A Player Looks At Device Send Event To | RandomNumberGenerator | Activate | 1 second after the player looks at the Perception Trigger, the Random Number Generator will be activated to choose a new target to enable. |
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Select the target prop, Prop Manipulator, Perception Trigger, and Trigger, then duplicate them two more times in different areas around the player.
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Move each of the three Triggers that correspond with the different targets into the three different trigger zone areas of the Random Number Generator.
Here’s an overview of how devices communicate in this example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
ItemGranter |
Grant Item | PlayerSpawner |
On Player Spawned Send Event To | When the player spawns, they will be granted the Tactical Assault Rifle. |
PropManipulator1-3 |
Show Props | Trigger1-3 |
On Triggered Send Event To | When a Trigger is triggered, the corresponding Prop Manipulator will show the target prop. |
PerceptionTrigger1-3 |
Enable when Receiving From | Trigger1-3 |
On Triggered Send Event To | When a Trigger is triggered, the corresponding Perception Trigger will be enabled. |
PropManipulator1-3 |
Hide Props | PerceptionTrigger1-3 |
On A Player Looks At Device Send Event To | 1 second after the player looks at a Perception Trigger, the corresponding target prop will be hidden. |
PerceptionTrigger1-3 |
Disable when Receiving From | PerceptionTrigger1-3 |
On A Player Looks At Device Send Event To | 1 second after the player looks at a Perception Trigger, the Perception Trigger itself will be disabled. |
RandomNumberGenerator |
Activate | PerceptionTrigger1-3 |
On A Player Looks At Device Send Event To | 1 second after the player looks at a Perception Trigger, the Random Number Generator will be activated to choose a new target to enable. |
You now have the basic functionality for targets that disappear based on when the player looks at them.
To spruce up the gameplay in this example, explore using Prop Movers to create targets that also move when they are enabled. Explore adding obstacles and barricades to force the player to move around in the area as well.
When using the Perception Trigger, be very aware of how objects are placed on your island. This example would be much less effective if all of the targets were close to one another and the player could see all three at once. Additionally, if the player moves outside of the center of the three targets, the same issue will occur. Be intentional about the level design of your island to ensure that the player can only go where you intend them to.