How to simulate physics for doors?

I think the Physics Constraint Component could do that.

But you might end up with a rather unstable door that flops about too easily and doesn’t want to close.

Probably more efficient to get the player’s forward vector, compare it to the door’s, and branch to timelines that go in different directions.

Or, since most doors only open in one direction, if you’re simply trying to avoid being constantly smacked in the face when they open, it might be easier to just disable/enable its collision when the timeline starts and finishes.

1 Like