HQ Door Metal Combination lock

INDUSTRIAL DOORS


Interactive door system for first-person and third-person games.

Includes single doors, double doors (synced or independent leaves),

regular lock with jiggle feedback, code lock with on-screen keypad

UI, frozen mode for cutscene control, and editor gizmo with

color-coded state labels.


Three render pipeline variants in one package — Built-in RP, URP,

and HDRP. No separate downloads required.


INCLUDED DOOR PREFABS

- Door01 (WC) — single, residential style

- Door02 (Narrow) — single, slim profile

- DoorDouble01 — double door, synced leaves

- DoorDouble02 — single, wide industrial


DOOR MODES

- Unlocked — door opens on [E], smooth Slerp animation + handle

  press

- Locked (regular) — door jiggles (rattles) on [E], plays locked

  sound

- Locked by Code — pressing [E] opens on-screen keypad UI;

  player enters code on screen OR clicks 3D buttons; correct code

  unlocks the door

- Frozen — door ignores all interaction, stays in current state;

  fires OnDoorFrozen UnityEvent for cutscene control

- Start Open — door starts open at scene load (configurable

  amount 0-1)


For double doors: each leaf can have its own locked / frozen

state. Leaves can be synced (both open together) or independent

(each opens separately based on which leaf the player looks at).


VISUAL INDICATORS (EDITOR)

- Editor gizmo draws the opening arc around the door hinge

- Arc color reflects current door state:

  * Green — unlocked (normal)

  * Red — locked (regular lock)

  * Red — code-locked (with [CODE LOCK] label)

  * Orange — code-locked with empty combination code

              ([NO-CODE LOCK] warning label)

  * Cyan — frozen

- State label floats above the hinge:

  [LOCKED], [CODE LOCK], [NO-CODE LOCK], [FROZEN]

- For double doors: each leaf labeled separately

  ([LEAF 1], [LEAF 2] + state suffix)

- Editor preview: toggle isOpenAtStart in Inspector to preview

  open/closed state directly in Scene View


UI PROMPTS (PLAY MODE)

- InteractionPrompt (white) — "Press the button [E]" for

  unlocked doors

- LockedPrompt (red) — "Locked" for locked doors

- KeypadPrompt (yellow) — "Enter code..." when looking at 3D

  keypad buttons


ON-SCREEN KEYPAD UI (KeypadUICanvas)

- 10 numeric buttons (0-9) + Cancel button

- Display shows entered digits (e.g. "1 2 _ _")

- Optional progress indicators (small dots showing input progress)

- Player movement locked while UI is open

- Mouse cursor visible while UI is open

- Accepts mouse clicks AND keyboard input (0-9, Numpad, Escape)

- Plays UI click sound (optional)


SCRIPTS

- IndustrialDoorController / IndustrialDoubleDoorController —

  door logic, open/close animation, lock with jiggle, frozen mode,

  editor gizmo

- IndustrialKeypadLockController — code validation

- IndustrialKeypadUI + IndustrialKeypadUIController — on-screen

  keypad UI

- IndustrialDoorInteractor / IndustrialKeypadInteractor —

  raycast + UI prompts on Main Camera

- IndustrialDoorAudioPlayer — Open / Close / Locked sounds

- IndustrialDoorControllerEditor — custom inspector (shows code

  fields only when keypad lock is present)


KEY FEATURES

- Smooth Slerp-based open animation + linear close with optional

  slam sound offset

- Handle press animation when door opens

- Regular lock with jiggle (rattle) feedback

- Code lock with on-screen keypad UI (mouse + keyboard input)

- Frozen mode for cutscene control

- Double door: synced OR independent leaves, per-leaf lock state

- Editor gizmo with color-coded arc + state labels

- Per-door UnityEvents (OnDoorOpen, OnDoorClose, OnDoorClosed,

  OnDoorLocked, OnDoorFrozen)

- 3 render pipeline variants in one package






More stuff from me:


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