# Triggers
Beginner
Designer
A trigger is a collision shape which detects when colliders enter it, it can be used to run an event when a player character enters a room for example.
Triggers in Stride's Bepu implementation fall into what is known as a special kind of Contact Event Handler.
The contact event handler is a class that receives collision data whenever the object it is associated with collides with the world.
If the contact event handler you bind to an object is set to `NoContactResponse`, it is a Trigger, the object will never prevent anything from passing through it, it will only receive collision events.
Here's a basic example of a component which acts as a trigger to display a message in the console:
```cs
using Stride.BepuPhysics;
using Stride.BepuPhysics.Definitions.Contacts;
using Stride.Engine;
public class Test : StartupScript, IContactHandler
{
public bool NoContactResponse => true;
void IContactHandler.OnStartedTouching(Contacts contacts)
{
Log.Warning("Entered!");
}
void IContactHandler.OnStoppedTouching(Contacts contacts)
{
Log.Warning("Exited!");
}
}
```
For an example of how to use triggers, see the [Script a trigger](script-a-trigger.md) tutorial.
## See also
* [Tutorial: Script a trigger](script-a-trigger.md)
* [Collidables](colliders.md)
* [Collider shapes](collider-shapes.md)