Tier 2
Series 103
103E: The Trigger Threshold
"If a sensor beeps 60 times a second, the pilot will smash the speaker. If your healing zone heals +1 health 60 times a second, the player becomes invincible. A skilled Engineer audits for Rate Limiting."
The Concept: Debouncing
Physics engines run at high speed (usually 50-60 times per second). Logic inside `OnTriggerStay` will execute at this rate unless you throttle it. We use **Timers** to "Debounce" the logic.
* **The Cooldown:** `nextTime = Time.time + rate;`
* **The Check:** `if (Time.time > nextTime)`
* **The Cooldown:** `nextTime = Time.time + rate;`
* **The Check:** `if (Time.time > nextTime)`
Red Flag Detected
The AI Trap: "The Rapid Fire"
You ask the AI: "Heal the player when they stand on the pad."
// AI-Generated Code: Game-Breaking Speed
void OnTriggerStay(Collider other) {
// Audit Fail: Heals 60 HP per second.
// Instantly refills health to max.
player.Heal(10);
}
This is "Frequency Overload." Without a timer, the mechanic is unbalanced and uncontrollable.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
// Corrected: Balanced Logic
private float nextHealTime;
void OnTriggerStay(Collider other) {
if (Time.time > nextHealTime) {
player.Heal(10);
nextHealTime = Time.time + 1.0f; // Wait 1 second
}
}
Your Pilot Command
> Direct the AI to use Inverse Kinematics (IK) for procedural foot placement on uneven terrain.