# Sidle Triggers

Creates a section where the player can **sidle** along a wall.

<figure><img src="https://1117532083-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2lYIXc1xXqudKFx0T4dj%2Fuploads%2F8j2UEXX96aV9w13HDFVu%2Fimage.png?alt=media&#x26;token=9a091ab2-7954-4c78-8328-65aa2da6912f" alt=""><figcaption></figcaption></figure>

### Properties

* Is Facing Right - Should this `SidleTrigger` have the player facing right?
* Lockout - Contains the `LockoutSettingsResource` that is used when sidling. **Should not be changed**.

### Methods & Signals

* `Activated` - Emitted when the `SidleTrigger` becomes active.
* `Deactivated` - Emitted when the `SidleTrigger` becomes inactive.

### Usage

`SidleTrigger` should always be placed in [Static.tscn](https://project-reignition.gitbook.io/wiki/contributing/level-design/creating-static.tscn). Simply instance a `SidleTrigger`, then add `CollisionShape3D` nodes as needed.

It is also recommend to trigger any necessary [`CameraTrigger`](https://project-reignition.gitbook.io/wiki/contributing/level-design/stage-triggers/camera-triggers) and [`PathTrigger`](https://project-reignition.gitbook.io/wiki/contributing/level-design/stage-triggers/path-triggers) from the `SidleTrigger`'s `Activated` signal.
