# 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)