Resident Evil Doors Transition

Evil Doors v1.0

Evil Doors is a package that allows you to setup transitions just like in the old resident evil games. It adds flavor and ambiance to your game and also enables you to build your map without having to connect every room and every door, because the player is teleported.

Try the showcase game: Crayta

How does it work:

When a player interacts with an evil door, there is a fade to black effect, then the door is moved client side, then the player character is sent to a place I called limbo, which is a position far away (-10000 in the Z axis by default). This is necessary so that other players won’t see that player just standing there for the duration of the transition doing nothing, and also in case the player is being chased by enemies… Then the player is attributed the evil camera, then the transition happens. After a few seconds, the player appears at the destination.
It comes with 3 templates:
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  • EvilCube is where the transition is actually happening. So place this template in a far away zone in your world where it cannot be seen.
  • EvilDoor is the door template with which your players will interact. Duplicate this template as many times as you need doors.
  • EvilScreenFadeUser must be attached to your user template and takes care of the fade to black effects.

Evil Cube

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Evil Cube is where the transition will take place. It contains a camera, a light source, a voxel mesh which is the cube itself and a locator which is the position at which the door will be placed.
The Evil Limbo Position property is where the player is going to be sent for the duration of the transition.

Evil Door

Evil Door is a door in your game with which the player will interact. It contains a destination locator which is where the payer should appear when the transition has ended, which itself contains a LookAt locator which is where you want the player to look at. The template contains the door itself, which here is called EvilDoor, which you can replace with the door of your choice, which must be a mesh with “opening” and “closing” animations. Then there is the trigger which will monitor player interaction with the door.

  • The Door script property must contain the door itself.
  • Opening and closing sounds lets you chose which sound you want the player to hear when the door opens and closes. Some animated meshes come with their own opening and closing sounds, some don’t. You can leave these 2 properties blank if you want.
  • FlipDoor lets you flip the door so that it will open in the other direction in case that’s what you want.