This guide explains how the Enter triggers work. They change how objects look as they enter and exit the screen.
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Short (6-8 minutes)
Ever wonder how blocks move when they're at the edges of the screen? We use Enter Effect triggers. They're some of the triggers which were overhauled in update 2.2.
Target Enter Channel makes the trigger target object present in a set Enter Channel.
Enter channel is a new type of group introduced in 2.2. It works just like the Block ID in collision blocks, the gradient ID or The EffectID in the area triggers.
To assign an Enter Channel ID to an object, head to its Edit Group tab and click on Extra 2. You should see a small plus sign, which assigns the object to a new ID.
Enter / Exit Only lets you toggle the effect when the object enters the screen, or exits it.
By default Objects fade in and out. This is how objects normally appear and disappear.
add all the different types with examples
Update 2.2 introduced several new triggers which allow you to create your own enter effects. This section will go over how they work.
All custom enter effect triggers have a common GUI. This should be familiar if you’ve used Area Triggers before.
Length: Determines the length from the screen borders the effect is applied.
Offset: Offsets the screen borders. Positive values offset the screen to the right, and negative values offset it to the left. *The sliders on the right side let you add variety, so that the parameters are random each time.*
Effect ID: A new type of Group IDs. This one is used for individual effects, to later disable them.
Enter / Exit Only: Determines if the effect is applied only when objects enter/exit the screen. Leave this blank to apply the effect to both sides.
Easing: Modifies the way objects start and end their transitions, similar to the easings in a Move trigger.
Moves objects when they enter/exit the screen.
MoveDist: Specifies the distance the objects will move, with 10 being an equivalent to 1 block.
Move Angle: The angle at which the objects move, with 0° being straight upwards, 90° being right, 180° downwards, and 270° left.
XY Mode: Allows you to input X and Y values instead of choosing a direction for the objects’ movement.
Rotates objects when they enter/exit the screen.
Rotation: Determines the degree of rotation for the objects.
Changes object size when they enter/exit the screen.
ScaleX / Y: Lets you scale objects the same way as a Scale trigger.
Changes object opacity when they enter/exit the screen.
Opacity: The opacity the objects will have when near the screen's edge. 0.00 means completely invisible, and 1.00 means fully opaque.
Changes object color when they enter/exit the screen.
Color Channel: Targets a specific color channel.
Tint: Changes a set color, similar to choosing a color on the color wheel.
Inputting 0.00 doesn't change the color, while 1.00 yields the exact opposite of it.
For example, inputting 1.00 on a white object turns it black. 0.5 would turn it gray in this case.
Main / Sec Only: Specifies whether to target the base or secondary color of the object. If the object only has a base color, this will do nothing to it.
Replacing the Color Channel and Tint sliders with an HSV button leads to the set HSV menu.
This trigger is used to disable an ongoing custom enter effect.