Elevators and Path Movers
Use path movers for elevators, trains, moving platforms, scripted lifts, and anything that needs more than a closed position and an open position. A path mover follows a TTT Path Track, and the track is made from TTT Path Point stops.
Path Tool Pieces
-
Owns the route and gathers the path points
-
Marks a stop, waypoint, or named elevator floor
-
Moves the platform, elevator, train, or object along the route
-
Send the mover to a stop or call it like an elevator
TTT Path Track
TTT Path Track is the route owner. It finds the TTT Path Point components that belong to it and turns them into the path a mover can follow.
Setup
- Create an empty
GameObjectfor the path track. - Add
TTT Path Track. - Add
TTT Path Pointobjects as children, or give the points a matchingTrack Name. - Choose
Shape Mode:Linearfor straight segments orSplinefor curved movement. - Enable
Closed Looponly when the last point should connect back to the first.
Path points are easiest to manage as children of the track object. When direct hierarchy or references are inconvenient, Track Name and stable point names can be used instead, but we suggest having everything neatly under one GameObject as children of it.
TTT Path Point
TTT Path Point marks a place the mover can travel to. For an elevator, each point is usually a floor or stop.
Setup
- Create one
GameObjectfor each stop or waypoint. - Add
TTT Path Pointto each one. - Give important stops a stable
Point Name, such asbasement,lobby, orroof. - Set
Orderif hierarchy order is not enough. - Use
Is StopandWait Secondswhen the mover should pause at that point.
Point Name is what GoTo and CallOrDepart payloads usually target. If Point Name is empty, the point can fall back to its GameObject name.
Departure Targets
Departure Target and Departure Target Name are used by CallOrDepart. They tell the mover where to go when it is already sitting at the point that called it.
On a two-point track, this is automatic: if the mover is already at one point, CallOrDepart sends it to the other point. On tracks with three or more points, set a departure target for each call point that should send the mover somewhere specific.
TTT Path Mover
TTT Path Mover goes on the object that actually moves: the elevator platform, train car, lift, bridge, or moving set piece.
Setup
- Create the moving platform or object.
- Add the visible model and collision it needs.
- Add
TTT Path Mover. - Assign
Trackdirectly or setTrack Nameto the path track object's name. - Set
Start Pointif it should begin at a specific point. Ideally, it is placed at the starting point in the map already. - Set
Move SpeedandMovement Curve. - Wire buttons, role buttons, triggers, or logic to the mover.
Useful Options
| Option | Use |
|---|---|
Track / Track Name |
The path track this mover should follow. Use direct references when available, or names when needed. |
Start Point |
Optional point name or zero-based index where the mover starts. |
Traversal Mode Setting |
Controls whether movement is manual, one-shot, looping, ping-pong, or reset-after-fire. |
Move Speed |
Travel speed in units per second. |
Movement Curve |
Curve used while moving between points. |
Spline Rotation / Spline Rotation Offset |
Controls how the mover rotates while following spline paths. |
Queue Requested Stops |
Queues GoTo, CallOrDepart, Next, and Previous requests while already moving. |
Starts Locked |
Starts locked until it receives Unlock. |
Start Active |
Begins autonomous traversal on start/reset when using a non-manual traversal mode. |
Traversal Modes
| Mode | Behavior |
|---|---|
Manual |
Waits for inputs such as GoTo, CallOrDepart, Next, or Previous. Best for elevators. |
Once |
Runs through the path once when started. |
Loop |
Repeats the path. Use Closed Loop on the track when the last point should connect to the first. |
PingPong |
Moves forward and backward along the path. |
ResetAfterFire |
Runs, then returns to the starting point after firing. |
Buttons
Buttons usually drive elevators with either GoTo or CallOrDepart.
For a button that always sends the platform to one stop:
For an elevator call/send-away button:
Payload should be a point name or a zero-based point index. Names are easier to read and safer to maintain.
CallOrDepart
Use CallOrDepart for elevator-style buttons. If the platform is away, it comes to the requested point. If it is already idle at that point, it departs to that point's departure target.
Inputs And Outputs
Inputs
| Input | Behavior |
|---|---|
GoTo |
Sends the mover to the point named by Payload, or to a zero-based point index. |
CallOrDepart |
Elevator-style call/send-away behavior using Payload. |
Next / Previous |
Moves to a neighboring path point. |
Start / Activate / Toggle |
Starts movement according to the traversal mode. |
Stop / Reset |
Stops movement or returns to the start. |
Pause / Resume |
Pauses or resumes movement. |
Reverse |
Reverses travel direction. |
Lock / Unlock |
Prevents or allows future movement requests. |
Outputs
| Output | Use |
|---|---|
Targets On Started |
Fires when a movement request begins. |
Targets On Stopped |
Fires when movement is stopped. |
Targets On Paused / Targets On Resumed |
Fires when the mover pauses or resumes. |
Targets On Point Reached |
Fires whenever a path point is reached. Payload is the point name or index. |
Targets On Completed |
Fires when an explicit request or finite autonomous traversal completes. |
Targets On Locked / Targets On Unlocked |
Fires when the mover is locked or unlocked. |
Path point Targets On Arrived |
Fires from the path point when that point is reached. |
Common Patterns
| Pattern | Setup |
|---|---|
| Two-floor elevator | Two path points, one path mover, floor buttons using CallOrDepart. |
| Multi-floor elevator | One path point per floor, each with a stable point name and departure target where needed. |
| Train or tram | Path mover on the vehicle, path points along the route, traversal mode set to Once, Loop, or PingPong. |
| Moving platform trap | Button or trigger sends GoTo or Start; outputs can fire effects when points are reached. |
| Zipline or slide | Uses the same path family, but the player-ride setup belongs with movement basics rather than elevator setup. |
Testing Checklist
- Confirm every point name used by a button payload is spelled exactly as authored.
- Test every call button while the mover is idle, moving, and already at the caller's point.
- For tracks with three or more points, confirm
Departure TargetorDeparture Target Nameis set whereCallOrDepartneeds it. - Make sure the platform has the collision players and props need.
- Test with multiple players standing on or near the platform.
- Run a round reset and confirm the mover returns to its intended start point and lock state.