PolyTrigger2D is OUT
Godot-style Area2D & Shapes finally land on RPG Maker MZ
It’s live. After weeks of prototyping, testing, and rewriting the collision math more times than I want to admit — PolyTrigger2D is officially released on itch.io.
The goal was simple: give RPG Maker MZ the one thing it never had — a real Area2D system, the way Godot does it. Named layers, real shapes, async signals, no parallel events, no touch triggers. Just shapes that fire when something enters them.
Two editions, one engine.
A free Lite version to try it out, and a Pro version for $4.99 that unlocks polygons, rotation, vision cones, signals, and the full toolset.
What shipped
- Four shape types — circle, rect, ellipse, custom polygon (3–16 vertices)
- Rotation & Follow Direction — vision cones that turn with the event
- 16 named physics layers — “Player”, “Enemy”, “Trap”, whatever you want
- Layer & Mask filtering — the Godot way, finally in MZ
- Async enter/exit signals —
<onEnterActions:swh:1=true>and done - No parallel events, no touch required — works with any trigger type
- Debug overlay — always on, or F10 toggle, cached for zero cost
- Area Forge tool — draw shapes visually and export the notetag
- Zero-alloc hot path — 200 active areas at a solid 60fps
- Pixel movement safe — plays nice with Altimit & QMovement
- Self-diagnostics —
diagnose(id)tells you what’s wrong - Zero dependencies — one file, drop it in, done
The Lite / Pro split
I wanted a free version that’s actually usable, not a demo with a paywall three clicks in. Lite ships with circle, rect, and ellipse shapes, 16 named layers, async proximity detection, and the full debug overlay. Pro unlocks the advanced stuff: polygons, rotation, follow-direction vision cones, enter/exit action signals, custom hex colors, Show/Hide Collisions commands, Check Inside To Switch/Variable, and the full diagnose() API.
| Feature | Lite (Free) | Pro ($4.99) |
|---|---|---|
| Circle / Rect / Ellipse | ✓ | ✓ |
| 16 named layers + Mask filtering | ✓ | ✓ |
| Polygon shapes (3–16 vertices) | ✗ | ✓ |
| Rotation + Follow Direction | ✗ | ✓ |
| Enter / Exit action signals | ✗ | ✓ |
| Show/Hide Collisions + F10 toggle | ✗ | ✓ |
Full diagnose() API |
Basic | ✓ |
Getting started in 30 seconds
- Drop
PolyTrigger2D.jsintojs/plugins/ - Name your layers in plugin params
- Tag an event:
<polyTrigger:circle radius:96 layer:Enemy mask:Player> - Add
<onEnterActions:swh:1=true>and walk close - It fires. No parallel event. No touch. Done.
Compatibility at launch
RPG Maker MZ 1.0+ — PixiJS 5.x, alias-only
Altimit / QMovement — pixel movement aware
Save/Load safe — state stored per event
Steam & Web builds — zero Node.js
What comes next
This is 1.0, not the finish line. PolyTrigger2D will be updated until it’s perfect.
Next on the list: more shape primitives, capsule & compound areas, a live in-game shape editor, and a few API quality-of-life calls. If you find a bug, want a shape we don’t have, or need a specific signal — tell me in the comments. This plugin grows with the community.
Download Lite (Free) / Pro ($4.99)
Same plugin file. One flag. All features unlocked.
Thanks to everyone who tested, reported, and pushed for this. You made it real.
Made with
by Rpx & Just Dev — itch.io · GitHub · rpxgames.win



