# Trigger Zone

Trigger Zones act very similarly to [**Colliders**](/component-tutorials/components-a-closer-look/entity-components/collider.md), in that they track whether something has made contact with them. However, Colliders are generally more precise: while a player or entity has to physically touch the Collider object itself, a Trigger Zone has a much larger surface area that it can track movement in.

A very basic example is a danger zone: a player can avoid touching a Collider and not set off any traps, but if a player enters a Trigger Zone, as long as they are inside its range, the traps will be going off or damaging their health.

![](/files/UhjansL2u4WfNXuPGDu7)

* **Enabled** - is the Trigger Zone trying to detect players or other objects?<br>
* **Trigger on every instance** - does it activate a link every time the zone is entered, or only once?<br>
* **Size** - dictates the range of the zone
  * Can be as long, thin, wide, tall, shallow as you need it to be<br>
* **Position** - dictates where the zone lies in relation to the entity it is assigned
  * Some trigger zones can be directly centred around an object
  * Others can be way away from the object it's attached to<br>
* **Rotation** - dictates the angle at which the zone lies<br>
* **Detect players** - does the zone activate when a player enters/exits it?<br>
* **Detect voxels** - does the zone activate when another entity enters/exits it?

### Common uses

* Safe/danger zones - in here, you can't take damage (or take lots of damage)
* Saving checkpoints - once a player has entered this area, it can be saved as a new checkpoint for respawning with a [Spawn Point](/component-tutorials/components-a-closer-look/entity-components/spawn-point.md) attached
* Event activators - once a player has entered, it triggers a link for something new to happen


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