OpenFinishedevents, as well as
CloseFinishedevents. 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)
axisof movement (e.g. a drawbridge does not rotate around its "up" axis)
hingeposition, either configured as a physics hinge object, a mesh origin, or configured as a local positional offset Vector3
moveSpeed / 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
initialAjarAnglevalue 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.
Toggle()functions, as well as a
ForceClose()variant that might apply additional physics hacks or teleportation to ensure the door changes state regardless of obstacles.