I’m looking for insights into setting up a trigger volume/actor/whatever that will trigger one thing when the player exits one side, and a different thing when the player exits the other side. Think of it like a plane; if the actor passes through the plane from side A to B, it will trigger event X, and if he passes from side B to A, it will trigger event Y.
Specifically, I’m doing a 2.5D segment of my game with splines which curve through 3D space to indicate the 2D plane the character is constrained to. This all works fine; but I have a “fork in the road” where I need to deactivate one spline and activate a different spline if the player jumps up onto a higher ledge.
I tried using a trigger volume with a flip-flop node, and two trigger volumes adjacent to one another, but both ultimately yield the same issue: it’s possible for the player to move forward into the trigger volume, then back up without passing THROUGH it, to activate the toggle. e.g. he can jump up to the platform to enter the branching path, walk back to the edge of it to trigger the transition back onto the main path, and then reverse direction while still ON the platform, thus following the primary path while in the space meant for the second one and spectacularly breaking everything.
Does anyone have any suggestions for this kind of “once you pass THROUGH the volume” switch, as opposed to the usual “once you TOUCH the volume” switch?