Triggers in Unity ECS – CollisionFilter, PhysicsShape

In this video we dive into setting up player detection using ECS triggers in Unity. We start by creating an EndFlag sprite, adding collision filters, and setting up a NextLevel UI window that pops up when the player reaches the end of the level. ❤️

Along the way, we refactor PlayerGround into PlayerDetection, introduce NextLevelComponentData, and connect everything to a new LevelSystem that handles UI triggers. We also make sure that player input is locked once the window appears. Stay tuned for the next video where we’ll dive into scene management and subscenes! 🔥⭐

0: 00 – Introduction
0: 06 – Goal of the video
0: 25 – Scenes & SubScenes relations
1: 05 – Trigger Event in the End Flag prefab
1: 52 – Game Scene cleanup
2: 17 – NextLevelWindow UI
3: 05 – New Localization Keys
3: 32 – Our way – stateless collisions!
4: 07 – PlayerGroundSystem refactor
4: 21 – PlayerGroundAuthoring & Baker refactor
5: 01 – PlayerGroundAspect refactor
5: 21 – PlayerGroundSystem refactor
5: 34 – PlayerDetectionSystem logic – handle Triggers
8: 34 – Invitation to the Patreon community!
8: 52 – NextLevelComponentData
9: 12 – LevelSystem = Scene Management
10: 37 – GameOverController refactor, UI directory
11: 10 – NextLevelWindowController
12: 24 – UI settings in the Unity Editor
12: 53 – Unity Tests
13: 01 – Input Block
13: 47 – Final Results
14: 05 – Ending

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