Triggers and Commands
Step-by-step areas, filters, and the no-code action list
Create a trigger zone in Blender
- 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).
- Open the FPE panel and check Trigger.
- 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. - Enter the name of a Scene Event for Event Name.
- Optional: set a Group name if only certain objects should activate it (like
PlayerorEnemy). - If you don't already have one, create a Scene Event in the Scene Events panel and configure the appropriate Command(s).
- 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 Groupon a helper group). - Cutscene starter: Trigger on
Enter→Deactivate Player Controls→Activate Camera→ run anAnimationsclip with frame events →Reactivate Player Camera→Reactivate Player Controls. - Scene exit: Trigger on
Enter→Load Levelwith 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.
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