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On Exit

Fires a pulse when something leaves a trigger volume — the other half of On Enter.

Output: event (wire into a Particles trigger, a Counter, or an Object Selector)

How it works

Needs a sensor collider, exactly like On Enter (Inspector ▸ Physics ▸ Sensor, or a Collider node with sensor on). While a simulation runs, the peer stepping the physics notices the overlap ending and pulses the node for everyone through the same replicated trigger stamp.

Parameters

Parameter Default Meaning
pulse 0.3 how long the pulse stays high (seconds)

Targeting

Wire it into an Object Selector, or leave it unwired inside an object's own flow to target that object.

Only with, and other

Wire an Object Selector into only with and the node fires only when the other body is that object (or a spawned copy of it). The other output carries the body it touched — wire it into Look At, Distance and the like. The other body travels with the trigger, so every peer reads the same object. A contact with the ground plane reports an empty other. Since 1.22 the node sits in the palette's Physics group. See Contact filters.

Practical example

A door that closes behind you:

  1. Make a sensor box in the doorway (Inspector ▸ Physics ▸ Sensor).
  2. In its flow: On Enter → Set Color (green) and On Exit → Set Color (red) on the door frame's Object Selector.
  3. Press P and roll a ball through — the frame flips colour as the ball passes and again as it leaves.