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Door Types — 10 Examples

Ten classic door configurations built from the components in Setup Guide — Doors. Each type describes what the player experiences and exactly how to wire it up.


Type 1 — Button Door (Timed Close)

What happens: The player presses a wall button. The door opens and closes automatically after a few seconds.

The most common interactive door. Simple, readable, no state to track beyond the animation.

Setup:

WallButtonTargetsTriggerOpenDoorTimed

Field on TriggerOpenDoorTimed Value
Blocker Id unique, e.g. door_01
Close Delay 3 s
Door Animator Animator from door mesh
Open / Close Anim Trigger Open / Close
Field on WallButton Value
Source Id unique, e.g. button_01
Interact From Adjacent Cell
Targets TriggerOpenDoorTimed on the door

Type 2 — Lever Door (Toggle)

What happens: The player pulls a lever. The door opens and stays open. Pulling the lever again closes the door.

Classic toggle door. The lever state is saved — the door is in the same position after a reload.

Setup:

WallLeverTargetsTriggerOpenDoor

Field on TriggerOpenDoor Value
Close On Release
Skip Close Guard
Field on WallLever Value
Source Id unique
Targets TriggerOpenDoor on the door

Tip

The door waits for the doorway to be clear before closing. If an enemy is standing in the doorway, the lever refuses to move until they step out.


Type 3 — Key Door (Permanent)

What happens: The player finds a key, picks it up, and inserts it into the keyhole. The door opens permanently. The key is consumed.

Use for locked doors that gate story progression or loot rooms.

Setup:

WallKeyholeTargetsTriggerOpenDoor (wired via DoorKeyholeSetup)

Field on TriggerOpenDoor Value
Close On Release ❌ — keyhole door never closes

Use DoorKeyholeSetup on the root to wire everything from one place. See Keyhole Door for the full step-by-step.


Type 4 — Pressure Plate Door (Hold to Open)

What happens: The player steps on a floor plate. The door opens. The moment they step off, the door closes.

Forces the player to make a choice: stand on the plate and the door is open, but they can't walk through it themselves.

Setup:

PressurePlateTargetsTriggerOpenDoor

Field on TriggerOpenDoor Value
Close On Release
Field on PressurePlate Value
React To Party
React To Enemies (or ✅ for enemy-triggered doors)
Targets TriggerOpenDoor on the door

Tip

Drop an item on the plate to hold the door open permanently. This enables weight-based puzzles — find the right item to prop the door.


Type 5 — Pressure Plate Door (One-Way Unlock)

What happens: The player steps on a plate and the door opens permanently. Stepping off has no effect — the door stays open.

Use for shortcut unlocks and one-way progression gates.

Setup:

Same as Type 4, but with Close On Release disabled on TriggerOpenDoor.

Field on TriggerOpenDoor Value
Close On Release

Once the plate is stepped on once, the door is open forever regardless of what happens to the plate.


Type 6 — Remote Lever (Lever and Door in Different Rooms)

What happens: A lever in one room controls a door in another room entirely. The player must explore to find the lever, then backtrack to use the door.

Standard dungeon design — split the source and target across rooms.

Setup:

Identical to Type 2. Place the WallLever in a different room and drag the door's TriggerOpenDoor into its Targets list. Distance between source and target is irrelevant — they're wired by direct reference, not proximity.

Tip

Add a visual hint near the door (a mural, a plaque, a coloured gem) that matches a visual near the lever so the player can connect them. Dungeon Crawler Framework has no built-in hint system — use your mesh and prop design.


Type 7 — Multi-Lever Lock (AND Gate)

What happens: Three levers must all be pulled at the same time before the door opens. Pulling only one or two does nothing.

A classic combination puzzle. The answer is "all three up" — but the player doesn't know that until they experiment.

Setup:

Add a TriggerLogicGate (type AND) to a separate GameObject. Connect all three WallLever components as inputs. Wire the gate's output to TriggerOpenDoor.

WallLever A ──┐
WallLever B ──┤ TriggerLogicGate (AND) → TriggerOpenDoor
WallLever C ──┘
Field on TriggerOpenDoor Value
Close On Release ✅ — door closes when any lever is pulled back

To make the puzzle harder, use NAND — the door opens when the levers are in any position except all three up. The player must find the one wrong combination.


Type 8 — Sequence Lock

What happens: Three levers (or buttons) must be activated in the correct order. Wrong order resets the sequence. Only the correct sequence opens the door.

The hardest lever puzzle. The player gets no feedback on which order is correct — trial and error, or find a clue elsewhere.

Setup:

Add a TriggerSequenceGate to a separate GameObject. Connect all sources as inputs and define the correct order. Wire the gate's output to TriggerOpenDoor.

WallButton A ──┐
WallButton B ──┤ TriggerSequenceGate → TriggerOpenDoor
WallButton C ──┘
Field on TriggerOpenDoor Value
Close On Release ❌ — door opens permanently once the sequence is solved

Tip

Place a lore inscription nearby with a cryptic hint to the correct order. Players appreciate puzzles they can reason through rather than brute-force.


Type 9 — Alcove Puzzle (Item Door)

What happens: A wall alcove holds a slot for a specific item. When the correct item is placed in it, the door opens. Remove the item and the door closes.

Use for "offering" puzzles — place the idol on the altar, the vault opens.

Setup:

WallAlcoveTargetsTriggerOpenDoor

Field on TriggerOpenDoor Value
Close On Release ✅ — door closes when item is removed from alcove

Place the required item somewhere in the dungeon as a WorldItem. The player picks it up, carries it to the alcove, and places it. No key is consumed — the item stays in the alcove and can be retrieved (closing the door again).

To make the door open permanently (item consumed), disable Close On Release and handle the item removal separately.


Type 10 — Portcullis Gauntlet (Timed Multi-Door)

What happens: The player presses a button. Several portcullises along a corridor open in sequence (each with a different close delay). The player must sprint through before each one closes. Miss the timing and they're trapped.

Combines multiple TriggerOpenDoorTimed components triggered from a single WallButton.

Setup:

One WallButtonTargets: all three TriggerOpenDoorTimed components at once.

Door Close Delay
Portcullis A (nearest) 4 s
Portcullis B (middle) 3 s
Portcullis C (far end) 2 s

The nearest door stays open longest — by the time the player reaches the far end, the last door is already closing.

Tip

Add a Close Sound to each door so the player hears the gates dropping behind them as they run. Wire On Fall Triggered on a TrapDoorTrap at the far end to trigger if they don't make it in time — the corridor becomes a gauntlet with real consequences.


Dungeon Crawler Framework — Mantis3de