• Godot Help
  • Can't trigger light ON/OFF using collision system with Area3D

Hello!
I want some lights to change their power (or just hide them if it's to hard to code it) after player go to a trigger zone. I can't make even a triggered printf to console 😃

It is a simple scene, after making 3D FPS controller, I just added nodes represented by hierarchy you see on the screenshot, and I try to
write code to it with different tutorials, but something is not working...

I am using Godot 4.0.1.

<code below images>

AreaLightSwitchAfterPlayerInto.gd

extends Area3D

func _ready() -> void:
	print("I'm in _ready area2")

func _process(delta: float) -> void:
	pass
	
func _on_Area3D_body_entered(body) -> void:
	print("I'm in Area3D")

func _on_Area3D_body_exited(body) -> void:
	print("I'm out of Area3D")

Player.gd

extends CharacterBody3D

@export_group("MOVEMENT PARAMETERS")
@export var speed : float = 2.0

@onready var HeadbobAnimation : AnimationPlayer = $AnimationPlayer

const JUMP_VELOCITY = 4.5

# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var neck := $Neck
#@onready $Neck
@onready var head := $Neck/Head

func _unhandled_input(event: InputEvent):
	if event is InputEventMouseButton:
		Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) #nie widzimy kursora!
	elif event.is_action_pressed("ui_cancel"):				#gdy ESC!
		Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) #Gdy ESC widzimy kursor!
	if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
		if event is InputEventMouseMotion:
			neck.rotate_y(-event.relative.x * 0.003)
			head.rotate_x(-event.relative.y * 0.003)
			head.rotation.x = clamp(head.rotation.x, deg_to_rad(-15), deg_to_rad(30))

func _physics_process(delta):
	# Add the gravity.
	if not is_on_floor():
		velocity.y -= gravity * delta

	# Handle Jump.
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
		velocity.y = JUMP_VELOCITY

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	var input_dir = Input.get_vector("left", "right", "forward", "back")
	var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
	if direction:
		#velocity.x = direction.x * SPEED
		velocity.z = direction.z * speed #chodzenie na boki
		velocity.x = direction.x * speed
		
	else:
		velocity.x = move_toward(velocity.x, 0, speed)
		velocity.z = move_toward(velocity.z, 0, speed)
		
	if direction != Vector3(): HeadbobAnimation.play("HeadbobAnimation")
	else: HeadbobAnimation.play("IdleAnimation")
	
	move_and_slide()


func _on_area_3d_area_entered(area: Area3D) -> void:
	print("I'm in Area3D")
	pass # Replace with function body.


func _on_area_3d_area_exited(area: Area3D) -> void:
	print("I'm out of Area3D")
	pass # Replace with function body.