> For the complete documentation index, see [llms.txt](https://traps.runemarkstudio.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://traps.runemarkstudio.com/traps/triggering-a-trap.md).

# Trap Triggers

![](/files/-MW4utPVxt0oZTeRFX7r)

Use this component to create player interaction with the trap. You can create trigger zones that activate the trap when the player enters, such as a pressure plate. You can use this component in a more advanced way, like using a disarm box when the player presses the E key.

This component depends on a Collider, with the *isTrigger* parameter enabled.

![](/files/-MVvgTfuHgA3WoZeOyd2)

* **Trap:** drag and drop the trap that this trigger manipulates.
* **Action:** you can activate, deactivate the target trap, or toggle between these two states.
* **Cooldown:** how many seconds before the trigger would work again.
* **Tag:** only trigger when a game object with one of these tags enter. In most cases, this will be the Player.
* **Interaction:** You can allow the player to execute an action by pressing a button while staying in the trigger area instead of just walking into it. You can use [Key Codes](https://docs.unity3d.com/ScriptReference/KeyCode.html) or [Unity Input](https://docs.unity3d.com/Manual/class-InputManager.html).
* **Events:** You can use these events to make visual effects for the trigger or show/hide a UI element.

{% hint style="info" %}
You can use this component without a trap, but currently, only the **Activate** and the **Deactivate** actions are supported.
{% endhint %}
