SETTING UP TRIGGERS
Setting up a trigger can be as simple as just running a 3D object at a certain interval, or it can become more complex as the user comes up with new ideas for arranging the 3D mapping scene.
In order for a 3D object to be created and deleted based on trigger conditions, the 3D object must contain at least two triggers, one for each action.
SELECTING THE POINT OF APPEARANCE ON THE SCENE
Selecting the spawn point of an object on the scene determines which settings of the spawn location of the 3D object on the scene the trigger will process.
XYZ Area
The trigger processes the setting for the appearance of the 3D object Area, which is responsible for the appearance of the 3D object on the scene within the internal volume of the XYZ cube.
The XYZ cube is configured in the settings tab of the 3D object Area.
Filter perimeter points
In the trigger settings, you can choose whether this trigger will process the appearance of the 3D object at the marked filter points. The required Filter Points are marked in advance in the 3D object settings.
If the Filter Points checkbox is checked in the trigger settings, then the object can appear at these points.

Attention! If the Filter Points for appearance are not marked in the 3D object settings, and the trigger processes this condition, the 3D object will not appear on the scene.
Selecting appearance on inherited 3D object
The trigger of the 3D object of the launch pad can be inherited and the condition of the appearance of a new 3D object on the created object can be marked. In this case, the new 3D object will be created on the launched object that carries the trigger. In other words, the newly created 3D object carries the handler for creating other 3D objects.
Each newly created 3D object will receive an active copy of this trigger and will pass it on to its descendants.
If the Inherit flag is not set on the trigger, then the handler for creating other 3D objects is not enabled on the trigger of the created 3D object.
SELECTING AN ACTION FOR A TRIGGER
Launching a 3D object from the launch pad
When the trigger condition is met, a 3D object is created on the scene that replicates the object on the launch pad that handles the current trigger.
Launch a random 3D object from the launch pad
When the launch condition is met, a 3D object is created on the stage based on a randomly selected 3D object from the launch pad.
Enabling a route for a previously launched 3D object
When the trigger condition occurs, the 3D object begins to move along the route specified in the 3D object settings from one filter point to another, if another action was previously assigned to the 3D object.
Change target to next for previously launched 3D object
When the trigger condition occurs, the 3D object captures the next filter point of the route specified in the 3D object settings and begins moving in its direction.

If the route is not specified in the 3D object settings, the trigger does not work.
Enable gravity for a previously launched 3D object
When the trigger condition occurs, the 3D object takes another action and begins to process the gravity settings that were set for it.

If gravity was not set in the 3D object settings, the 3D object enters a state of weightlessness.
Remove 3D object from scene
When the trigger condition is met, all time counters and triggers on the running object with the current trigger are turned off, and the 3D object is removed from the scene.
SETTING UP THE TRIGGER CONDITION
Frequency according to internal timer
Timer is the simplest and most common way to use a trigger.
A trigger can use its own built-in timer, or use a common launch pad timer.
When setting a condition on a trigger timer, after the trigger is activated and allowed to turn on, its internal countdown begins until the action specified by the trigger is triggered.
The time stamp can be set to a fixed value, or a range can be set to select a random value within it.
Frequency according to a common timer for all
The trigger can use its own built-in timer or use the common timer of the launch pad.
When setting the condition for the common timer, after the trigger is activated and permission for its inclusion is given, the readings of the common timer, working for all objects of the DINRAY 3D program, begin to be read until the action specified by the trigger is triggered.
The time stamp can be set as a fixed value or a range can be set to select a random value within it.

Selecting a common timer is useful in cases where several triggers are configured for several 3D objects and it is necessary to synchronize their operation as much as possible.
Collision with any screen of any filter
Collision condition with any screen of any filter, under which the trigger will process the specified action. Other 3D object collisions will be ignored.
Collision with a 3D object of the same template
Collision condition with a 3D object that was previously launched from a launch pad based on the same template of the parent 3D object.
Collision with 3D object of another template
Collision condition with a 3D object that was previously launched from a launch pad based on a different parent 3D object template.
Collision with any 3D object
Collision condition with any 3D object launched from the launch pad.
Other 3D object collisions will be ignored.
Collisions with screens and side surfaces of filters will be ignored.
Collision with the side surface of any filter
A collision condition with the side surface of any filter, under which the trigger will process the specified action. Other collisions of the 3D object will be ignored.
Any trigger collision
Condition of any collision with any screen of any filter, side surface of any filter or any 3D object launched from the launch pad.
SELECTING A DELAYED START
Allows you to use the timer for a second purpose - to count down the time after a collision-based condition occurs.
In this case, after the 3D object collision condition is met, which should trigger the trigger action, the timer is turned on and the countdown to the selected action begins.
The time mark can be set to a fixed value or a range can be set to select a random value within it.
Built-in trigger timer
The operation of the internal timer is described earlier in the section Frequency by the internal timer
Common timer for all triggers
The operation of the internal timer is described earlier in the section Frequency by a common timer for all
PERFORMANCE TUNING
Selecting the lower limit of the number of frames for triggers to fire
Triggers with the object creation action selected are triggered until the object count limit is reached or until the computer performance drops to a critical level. If the frames per second (FPS) drops below the specified value, the triggers will stop launching new 3D objects into the scene.

The lower FPS limit is configurable, but it cannot be less than 10 FPS.
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