Doors+ Pro V1.3.0 [UPDATE]

full version Doors+ | Physics | Unity Asset Store
lite version Doors+ Lite | Physics | Unity Asset Store
documentation Alex's Door System Documentation

What is Doors+?
Doors+ is the ultimate system to manage each and every one of the doors and windows in your game! It’s intuitive, works ‘out-of-the-box’ and is highly flexible.
There is no coding required, minimal set-up and the tool is feature-rich.

Why would I need this asset?
If you are creating a game that has doors or windows and you’d like to have 1 system that manages all of them without headaches, this system is for you.
You can have custom settings for every single door in your game and you can make them behave however you like. You can make them behave based on tags, names, scripts, raycasts, trigger zones, player input and many more!

The tool has been designed to be as non-invasive and easy-to-use as possible.

Unsure if you should buy this?
You can always try out the free version or contact me at alexanderameye@gmail.com if you have any questions.

Need more information? Check out the asset page and the documentation!






10 Likes

latest release V1.2.0 (July 23rd 2018)
next update V1.3.0 (Spring 2019)
progress roadmap

Roadmap
V1.0.0 (July 6th 2017)

  • Rotation Timeline
  • Trigger zones
  • Detection script
  • 2D support
  • Support for 3rd party doors (post)
  • Readable and organized source code
  • Intuitive UI
  • Easy set-up process
  • Documentation
  • Demo scene

V1.1.0 (February 20th 2018)

V1.2.0 (July 23rd 2018)

  • Scene overlay toolbar
  • New demo scene
  • Bug fixes and general improvements
  • Updated trigger zone visuals
  • Improved support window
  • Rotation curve presets
  • Audio preview mode
  • Hierarchy icons

V1.3.0+ (Spring 2019)

See current roadmap here.

Changelogs
V1.1.0: Trello
V1.2.0: Trello
V1.3.0+: Notion – The all-in-one workspace for your notes, tasks, wikis, and databases.

Development
When developing the asset, I focus on creating a tool that meets these 4 criteria.

  • Light-weight
  • Easy-to-use
  • Non-invasive
  • Feature-rich

I really try to make the asset not get in your way too much. Personally I really don’t like it when an asset changes a lot in your project and messes up the structure of your project. This is an ongoing effort and with each update the asset is getting more organized and less invasive.

You can help me out with the development by doing one of these things:

  • Telling me what features you’d like to see
  • Reporting bugs
  • Leaving a review with constructive criticism
2 Likes

Looks great!!

But can you make the door turn into a monster and attack the player? :wink:

(Couldn’t resist after your previous thread. Seriously, looks very useful!)

6 Likes

Here a picture of the prototype, might make him a bit less scary though, this is some real nightmare-material.

5 Likes

Like a Mimic ?

Do you handle revolving doors? For example any of these type of doors.

At the moment, no.

First I’m handling the basic systems such as the trigger module and the rotation module and then later on it will be much easier to systematically add more types of doors. Once the basic infrastructure is built, it’ll be easier to then build on that foundation. It would be unwise I think to already start adding all kinds of doors this ‘early’ in development. They are definitely high priority though! The main features that will be added after initial release include:

Types of mechanisms

  • Sliding doors
  • Revolving doors
  • Draggable doors (Amnesia style)
  • Double doors
  • Garage doors
  • Trapdoors
  • Doors with hinge joints that you can push open
  • Drawers and cupboards
  • some of these
  • etc.

Other features

  • A sound system
  • A better speed system (custom speed graphs, predicted time until completion,…)
  • A door highlighting system
  • An option to play custom animations instead of physics-based rotations
  • etc.

It seems like I have still a lot of more work to do, and that’s because, well, it’s true. I made the decision though to not include everything in the initial release and I think that that’s the right decision. The initial version will be priced around $10-15 and the definite version (that has all the features above implemented) will cost around $20-30.

I hope this answer satisfies your question :slight_smile:

Yes it does. You definitely need a cutoff on your initial release.

Will you also include vehicle doors too? :slight_smile:

That is a really good idea! Vehicle doors might be a bit tricky though because they are very often irregular shapes so it would be near impossible to create an algorithm to automatically locate a correct hinge position. A solution would be an approximation and then a built-in pivot editor so the user can manually fine-tune the position of the hinge. I’ll put it up on the wish list though, thanks!

EDIT: Vehicle doors will be supported if the door’s pivot has correctly been defined in the modeling software.

@alexanderameye do not ask people to place a value on your asset. Only you can do that - the market, us, will determine if it’s worth the value you placed upon it.

I cannot give you any meaningful feedback, comments, critiques, ideas, or thoughts… no one can. This is merely text and images. If you want feedback regarding anything dealing with digital games or software, you must have testers to give you such data. You know… the entire concept of playtesting.

Only you can determine if this has potential. So ask yourself these questions: Is there a need? Am I providing something currently not available? How seamlessly can it integrate into one’s project? Is it friendly towards non-technical developers and open enough for experienced developers to modify based on their needs (source control)? Etc.

While I don’t agree with everything you are saying, you do make some fair points. It’s a good idea indeed to get out a beta and get feedback that way. I do not agree that only can determine if this has potential though. I’ll take your comment in mind, edit some parts of the post and get out a beta because I do need feedback.

Thank you!

1 Like

V1.0.0 Status Update!

The asset is nearing completion. In terms of core features, everything is finished. Because of a lack of beta testers right now, I think I’m just going to release the tool when it’s done and see what happens. I’m now cleaning up the code and polishing some features. If you are interested in beta testing, let me know at alexanderameye@gmail.com, I could always use the extra help.

The tool will launch at a price of $10.

Alex

update: The beta testing of V1.0.0 has ended now. If you are interested in testing the new versions of the asset, send me an email with your invoice number and I’ll send you the latest available beta version.

Compatibility!

It is important that Alex’s Door System works with as many doors as possible. The system supports several types of doors that are different in scale and pivot position. You can easily select what type of door you have in the settings and the tool will adjust itself to your type of door!

Currently the tool has been checked with 2 types of doors:

  • Doors from 3DForge packages
  • Doors from Finward Studios packages

I will add more types to this list when I’ve checked them out. Note that doors pro will probably work with every type of door model you encounter, as long as the modeler has done a half-decent job.

tip: If you use doors that have there pivot point positioned where the hinge of the door should be, they will always work correctly.

Alex

V1.0.0 Status Update!

A lot of people have been voting on the 0-5$ price which is a bit demotivating. I’m going to consider putting it at 10$ instead of 15$ but I really do think the asset worth that price. Door scripts on the asset store that have far less features and customizability than mine are being sold for 10$ on the UAS so I think 10$-15$ is more than fair.

Alex

3 Likes

V1.0.0 Status Update!

The asset was declined because it lacked a proper demo-scene, which is totally fair. Too busy right now to re-submit again, but I will submit a new version within a few weeks that is more user-friendly. My apologies for the delay.

Alex

update: Looking further into it, there are still a lot of features that I want to polish before the initial release. The initial submission was kind of rushed and it’s a good thing that it was declined. It is better to have a solid release than to risk having people encounter nasty bugs and rack up bad reviews.

This is very nice! Never put down a price that you don’t feel comfortable with. Most folks will always choose the cheapest. :slight_smile: Choose what will give you back your time and enough to handle support. I will vote $20-25 and it appears to be well worth that price.

1 Like

That’s very kind of you! Someone told me it’s easier to sell a 100 assets priced at 1$ than one 100$ asset, but of course it’s all about finding that sweet spot! I think I’m going to stick to the plan of starting out fairly low, and then slowly increasing the price with each update.

Alex

1 Like

That may be true. But 100 users who paid $1 would be demanding support from you. While with the $100, you would have more advanced users who will ask for support, but more than likely be able to figure out some things by themselves. :slight_smile:

That’s a very valid point! With my free asset I feel like a lot of the times, I’m helping customers out with issues that are not even related to my Asset, but issues they are encountering because they are still learning the basics of Unity. Which I don’t mind of course. Thanks for the input, that’s actually really helpful!

Alex

2 Likes

Looks very interesting. Will it be possible to use Doors Pro with moving objects (for example for doors and hatches on boats)? I have problems with that with your free version.