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Update 1. Introduction authored by Jake Carfagno's avatar Jake Carfagno
......@@ -16,7 +16,7 @@ An **EventTrigger** is a condition. While the Trigger is enabled, it will monito
* **TriggerTimePassed:** fires when a specific amount of time in seconds has passed since the Trigger was enabled.
* **TriggerInputKey:** fires when a key with a specified KeyCode is pressed.
When the EventTrigger's condition is met, it also checks every attached and _enabled_ **EventCondition** to make sure all those conditions are true as well. If any returns false, the EventTrigger will not fire and continues to wait for its own condition to be met again. When the EventTrigger does fire, it will carry out the actions of all _enabled_ EventActions attached to the same GameObject.
When the EventTrigger's condition is met, it also checks every attached _and_ enabled **EventCondition** to make sure all those conditions are true as well. If any returns false, the EventTrigger will not fire and continues to wait for its own condition to be met again. When the EventTrigger does fire, it will carry out the actions of all _enabled_ EventActions attached to the same GameObject.
### Settings
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