When → What to do
A Tripwire Trigger is a list of cards. Each card has one "when" and the actions to run then.
Reading a card
- The colored line on the left and the icon show the category; the same color means the same kind of thing
- Next to the When label is the event. Press it to pick another
- Actions run from top to bottom
Drag cards and actions by the ≡ on their left. The ⋯ menu duplicates, copies and pastes, adds a note, or deletes.
Values an event brings
Some events bring values, like the player who walked in. Action settings can use them as a target or a value: with that player as the target of Teleport Local Player, only the player who walked in moves.
What each event has is listed under "Event values" on its page in Events.
Simple and Detailed
Simple / Detailed at the top of the Inspector sets how much the pickers show.
- Simple: the events and actions most gimmicks use
- Detailed: every Udon event (physics, avatars, input, sync data, every frame...), with their Udon names such as
OnPlayerTriggerEnter
Cards you made stay the same either way.
Conditions
Open a card's Advanced settings to add conditions: the card's actions run only when they hold. Choose all or any one, and "not" for each.
To branch in the middle of the actions, use If.
Whose screen
Advanced settings also sets whose screen runs the actions. Only my screen runs them for the player who clicked; Everyone's screen for all. To keep a state everyone shares, a synced variable is more reliable.
Who can use it
Who can use it in Advanced settings limits who can set the card off: buttons for admins, settings panels for the world's creator.
| Choice | Who |
|---|---|
| Anyone | Everyone (the default) |
| The owner | The object's owner |
| The master | The instance's master |
| The instance's creator | Whoever created the instance |
| People in a list | Players whose name is in a player list |
| People not in a list | Players whose name isn't in it |
A player list is an asset of VRChat display names; New makes one, and several triggers can share it. The check runs on the screen of the player who sets the card off, once, before anything is sent (also for Everyone's screen). When every click card is limited by a list or the creator, others don't even see the click prompt.
A Custom event sent here over the network, or a synced variable's change, is checked against the player of the screen that receives it: limit the card that sends it or changes the variable instead.
A modified client can get past any check made in the world: don't rely on it for anything that matters a lot. In public instances, the instance's creator is reported not to be known.