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Triggers and Commands
Step-by-step areas, filters, and the no-code action list

Create a trigger zone in Blender

  1. Select or add a simple cube/empty for your trigger. Scale it to cover the area you want to react to (e.g., a doorway).
  2. Open the FPE panel and check Trigger.
  3. In the FPE Trigger Events panel, add a new Trigger Event and Choose the trigger Type (Enter, Exit, etc.) so you know when it fires.
  4. Enter the name of a Scene Event for Event Name.
  5. Optional: set a Group name if only certain objects should activate it (like Player or Enemy).
  6. If you don't already have one, create a Scene Event in the Scene Events panel and configure the appropriate Command(s).
  7. Export to GLB. FPE will spawn an invisible TrackingArea3D (Technical) with a simple box collider for performance.

Popular commands you can chain

  • Load Level (Load Level): Switch to another GLB/scene. Perfect for doors and portals.
  • Load / Unload Sub Scene (Load Sub Scene / Unload Sub Scene / Unload This Sub Scene): Stream a room or interior in/out while staying in the same level.
  • Speaker Trigger (Speaker Trigger / Speaker Trigger Self): Play a specific Speaker by name, or the Speaker on the trigger node.
  • Animations / Stop Animations (Animations / Stop Animations): Play or stop comma-separated animation names (works with frame events too).
  • Activate Camera / Reactivate Player Camera (Activate Camera / Reactivate Player Camera): Cut to a cinematic camera, then give control back.
  • Deactivate / Reactivate Player Controls (Deactivate Player Controls / Reactivate Player Controls): Temporarily pause movement during menus or cutscenes.
  • Start Conversation (Start Conversation): Begin a dialogue with an NPC or other entity using the specified Conversation resource.
  • Pause / Resume Specific Activities (Pause Specific Activities / Resume Specific Activities): Freeze physics or movement types by ID while something else runs.
  • Dispatch Event (Dispatch Event): Emit another Scene Event name to trigger other sets of Commands.
  • Delete By Group (Delete By Group): Remove every node in a Godot group (useful for clearing props after a puzzle).

Design patterns to copy

  • Pressure plate puzzle: Trigger on Enter → play a click sound (Speaker Trigger) → open the door (Animations) → disable itself (Delete By Group on a helper group).
  • Cutscene starter: Trigger on EnterDeactivate Player ControlsActivate Camera → run an Animations clip with frame events → Reactivate Player CameraReactivate Player Controls.
  • Scene exit: Trigger on EnterLoad Level with the next GLB path. Pair with a fade or loading screen sub-scene for polish.

Troubleshooting triggers

  • If nothing fires, confirm the trigger cube/mesh is positioned where expected and that transforms are applied before export.
  • Check the Group and make sure it matches the Trigger Group in the Trigger Events panel. Not having a matching group (if Trigger Groups are defined) means the engine ignores the overlap.
  • Use simple box triggers unless you truly need mesh-shaped bounds for performance reasons.
  • TIP: If you are seeing your trigger object in your game and you don't want to, make it invisible by checking Invisible in the Folded Paper Engine panel under the Item tab.