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Found 6 results

  1. I made a door script for anyone to use, and I have also included a prefab to easily put in your game. doorDemoAssets.unitypackage
  2. This is for a door that i just spiffed up. Is it good? also i have a thing where it makes a scene "Dont Destory on Load" and its really screwing me in da but. anyways.. here DoorPrefab.zip
  3. Hey guys , Plz i need help with my door/key scripts , the scripts works very well But when i pickup a key it can opens all the doors , a friend says that i need ints to multiple keys/doors but i dunno how to do it so plz help , there is the scripts : Key #pragma strict static var HaveKey : boolean = false; function Start () { } function Update () { } function OnTriggerStay (Player : Collider){ if(Input.GetKey(KeyCode.E)){ HaveKey = true; } } Door //Booleans: var IsOpen : boolean = false; var CanOpen : boolean = false; var NeedKey : boolean = true; var DoorInt : int; //Audios: var Locked : AudioClip; var Open : AudioClip; //Other: var Volume : float = 0.5; var KeyScript : GameObject; function Start () { audio.volume = Volume; } function Update () { if(Input.GetKeyUp(KeyCode.E) && !IsOpen && CanOpen && !NeedKey) { Opening(); IsOpen = true; audio.clip = Open; audio.Play(); } else if(Input.GetKeyUp(KeyCode.E) && IsOpen && CanOpen && !NeedKey) { Closing(); IsOpen = false; } else if(Input.GetKeyUp(KeyCode.E) && CanOpen && NeedKey) { audio.clip = Locked; audio.Play(); } if(KeyScript.GetComponent(Key).HaveKey == true) { NeedKey = false; } } function Opening() { for (var i = 0; i < 100; i++) { transform.Rotate(0,0.9,0); yield WaitForSeconds(0.01); } } function Closing() { for (var i = 0; i < 100; i++) { transform.Rotate(0,-0.9,0); yield WaitForSeconds(0.01); audio.clip = Open; audio.Play(); } } function OnTriggerEnter (other : Collider) { if(other.gameObject.tag == "Player") { CanOpen = true; } } function OnTriggerExit (other : Collider) { if(other.gameObject.tag == "Player") { CanOpen = false; } } @script RequireComponent(AudioSource)
  4. Hi everyone, I have a problem with making a door. I know how to create a animation for it (I made an empty gameobject and used it as a rotation point). But It never works correctly, I tried so many diffrent scripts an tutorials but it never works. So, does someone know a easy script for open and closing a door? Thanks
  5. Hey guys, So I have this door script (It's actually not mine I got it from desert fortress pack) and I'm using it with the FPS kit By OMA. I can't figure out how to add the "press e to use" gui that is on the weapon pickup and stuff. I want to figure out a way to add that gui to the door. Thanks! using UnityEngine; using System.Collections; //Instruction: //Make an empty game object and call it "Door" //Rename your 3D door model to "Body" //Parent a "Body" object to "Door" //Make sure thet a "Door" object is in left down corner of "Body" object. The place where a Door Hinge need be //Add a box collider to "Door" object and make it much bigger then the "Body" model, mark it trigger //Assign this script to a "Door" game object that have box collider with trigger enabled //Press "e" (Default) to open and close the door //Make sure the main character is tagged "player" public class open_door : MonoBehaviour { public float smooth = (float)2.0; public float DoorOpenAngle = (float)110.0; public float DoorCloseAngle = (float)0.0; public bool open = false; public bool enter = false; public string defined_key = "e"; // Update is called once per frame void Update () { if(open == true) { var target = Quaternion.Euler (transform.localRotation.x, DoorOpenAngle, transform.localRotation.z); // Dampen towards the target rotation transform.localRotation = Quaternion.Slerp(transform.localRotation, target, Time.deltaTime * smooth); } if(open == false) { var target1 = Quaternion.Euler (transform.localRotation.x, DoorCloseAngle, transform.localRotation.z); // Dampen towards the target rotation transform.localRotation = Quaternion.Slerp(transform.localRotation, target1, Time.deltaTime * smooth); } if(enter == true) { if(Input.GetKeyDown(defined_key)) { open = !open; } } } //Activate the Main function when player is near the door void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { //Debug.Log("Trigger Enter"); (enter) = true; } } //Deactivate the Main function when player is go away from door void OnTriggerExit (Collider other) { if (other.gameObject.tag == "Player") { //Debug.Log("Trigger Exit"); (enter) = false; } } //@youtube.com/user/maksimum654321 }
  6. Kaz

    Door script

    I really shouldn't have to explain anything besides the title; there's nothing complicated about it. IMPORTANT : You need to have animations already attached to the door. Select the game object with the animation for Door For Block you use a Normal Cube without a mesh renderer; the script finds the Box Collider and disables it, select the GameObject for Block. /IMPORTANT I have this set up for my stealth game in which LeftShift is the sprint and E cracks the door so you can see through it barely. Never mind, I decided to change it to keep my reputation from being full on lazy It's a very simple script, you can easily change the coding. I got c++ coding skills, so if you get any errors I can help var Open : String = "Open"; var Close : String = "Close"; var Block : GameObject; var DoorOpen = false; //Don't change this or I will find you, and hunt you down. var Door : GameObject; function OnTriggerStay (other : Collider) //function OnTriggerEnter (other : Collider) { if(DoorOpen == false){ if(Input.GetKeyDown(KeyCode.E)) { Block.GetComponent(BoxCollider).enabled = false; Door.animation.Play(Open); DoorOpen = true; yield WaitForSeconds(3.0); } } if(DoorOpen == true){ if(Input.GetKeyDown(KeyCode.E)) { Block.GetComponent(BoxCollider).enabled = true; Door.animation.Play(Close); DoorOpen = false; yield WaitForSeconds(3.0); //So you can't open and close the door before the animation is finished } } }
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