ANSTUDIO Creative Design - DOORS-Project

Event-driven, one-click door framework for Unity: NavMesh-aware, audio-synced, pivot system with modern Input-System controls and smart proximity triggers— all backed by extensive support.

DOORS-Project upgrades doors from throw-away scripts to a turnkey gameplay subsystem.

Presentation Video- https://www.youtube.com/watch?v=eK2Lwtegqbc

Features Video - https://www.youtube.com/watch?v=7KYIytl8mKQ

Designer-first workflow – custom wizards and editors create and tweak everything entirely in custom inspectors—no code needed.

Event-channel backbone – ScriptableObject channels broadcast open/close/interact so UI, animation, AI and audio stay decoupled.

Modern Input-System controls – the packaged input map ships with Use / Interact already bound and can be re-mapped in the editor to keyboard, gamepad, mobile touch or joystick directly from the inspector at the touch of a key.

Pivot system built-in – with custom pivot presets and custom scene handles with optional grid snapping and collider bounds clamping enables fine tune any door.

Smart proximity triggers – configurable trigger volumes auto-open / close doors, filter by tag, and offer optional close delays; UnityEvents fire on enter and exit so you can hook extra logic.

Audio-synced animation – match animation length to clip duration with per-door volume and random pitches for perfect latch clicks and swooshes.

252+ unique door sounds – A curated library of unique sounds with distinct left-door and right-door, wooden, metal, sliding, creaking and latch clips, ready to drop onto any door, lever, spike, chest.

Rich door interactivity – per-door lists let you toggle components or GameObjects, delay actions, and fire UnityEvents when the door opens or closes, letting you switch lights, play particles or advance quests without extra scripts.

Hierarchy awareness – live icons show when a pivot or knob is in edit mode so can spot issues instantly in the Hierarchy.

Door-cycling AI – if needed a wandering agent can continuously stress-test, opens and closes every doorway so you can visually verify logic, performance and frame-rate stability.

NavMesh-aware – tick one option to disable an existing NavMeshObstacle while a door moves and re-enable it when closed—no extra baking.

Visual highlights – material-swap or brightness effects provide clear interaction cues in Built-in, URP and HDRP pipelines.

Real-life measured assets – real-scaled doors in metric units, unwrapped and ready to drop a texture material.

Docs & support – usage manual, full API reference, knowledge-base and live Discord channel.

Primarily tuned for isometric / top-down RPGs, yet camera-agnostic enough for first-person scenes.

Doors that just work — drag & drop, tweak, done.


Need help or want to suggest features?