OpenStart
, Opening
, OpenFinished
events, as well as CloseStart
, Closing
, and CloseFinished
events. These different events provide useful places to insert sound hooks, animation, or physics impulses.moveDistance / rotateDistance
, in engine units (sliding door) or degrees (rotating door)axis
of movement (e.g. a drawbridge does not rotate around its "up" axis)hinge
position, either configured as a physics hinge object, a mesh origin, or configured as a local positional offset Vector3moveSpeed / rotateSpeed
, in engine units per second (sliding) or degrees / second (rotating)delayBeforeClose
, in seconds. A value of -1 could mean "stay open, never close automatically."startsOpen
, true or false. If true, the door will automatically open itself at the start of the game / default to its open state. A more complicated door might implement this as an initialAjarAngle
value instead. In the level editor, door objects should always be placed in their closed position. openOnTouch
, true or false. If true, the player can touch or enter an invisible trigger to open the door; if false, the player must manually activate the door or use a button.isLocked
, true or false. If true, the player cannot open the door by default, and must unlock the door by finding a key or disabling the lock somehow.Open()
, Close()
, and Toggle()
functions, as well as a ForceOpen()
or ForceClose()
variant that might apply additional physics hacks or teleportation to ensure the door changes state regardless of obstacles.