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Linear Movers

TTT Linear Mover moves one object between two positions: the authored rest position and a local-space offset. It is the general-purpose tool behind sliding doors, lifts, moving panels, shutters, bars, traps, and other two-state movement.

When To Use It

  • Sliding doors


    A door or gate that opens by moving straight sideways, upward, or downward

  • Two-position movers


    Platforms, shutters, panels, covers, lifts, and traps with one closed and one open position

Need more than two positions?

If the object needs named stops, call/send-away buttons or a more specific route through space, use Path Movers instead.


Two-Position Movers

Setup

  1. Create a GameObject for the moving object.
  2. Add the visible model and make sure it has solid collision if players or props should collide with it.
  3. Add the TTT Linear Mover component.
  4. Set Move Delta to the local-space offset from the authored position to the moved position.
  5. Set Open Duration and Close Duration if the default timing is not right.
  6. Wire buttons, role buttons, triggers, or other senders to the mover if it should be controlled by map I/O.

Move Delta

Move Delta is local to the mover's transform. A value of 0, 0, 128 moves along the mover's local up direction, not always the world's up direction. This is useful when the object is rotated, but it can be confusing if the mover's local axes are not what you expect.

Author the closed position

Place the object where it should be when closed or inactive, then set Move Delta toward the open or active position. That makes reset behavior easier to reason about.

Direct Use

Allow Direct Use controls whether players can press the mover directly. This is disabled by default for linear movers because many of them are meant to be driven by buttons, triggers, or role buttons instead of being pressed like a normal door.

Direct Use Mode controls whether direct use behaves like Activate or Toggle.

Useful Options

Option Use
Move Delta Local-space offset from the authored rest position to the moved/open position.
Allow Direct Use Lets players press the mover directly.
Direct Use Mode Chooses whether direct use should Activate or Toggle the mover.
Starts Open Starts at the moved/open position on round start or map reset.
Starts Locked Starts locked until it receives Unlock.
Auto Reset / Reset Time Automatically closes after opening.
Partner Object / Partner Name Mirrors open, close, toggle, lock, and unlock actions to another linear mover.
Opening and closing fields Control movement duration, curves, and sounds for open and close travel.

Inputs

Input Behavior
Open / Start / GoTop Moves to the moved/open position.
Close / Stop / GoBottom Moves back to the authored closed position.
Activate Opens when closed. If Auto Reset is disabled, it can also close when open.
Toggle Flips between open and closed.
Lock / Unlock Prevents or allows future activation.

Leave a map link input blank when the sender's default Activate behavior is enough. Set the input when the receiver needs a specific command, such as Toggle, Open, Close, Lock, or Unlock.

Common Patterns

Pattern Setup
Sliding door TTT Linear Mover on the door object, Move Delta along the slide direction.
Trap panel Drive the mover with a role button or trigger and use Auto Reset if it should close again.
Paired doors Set Partner Object or Partner Name so both halves mirror the same action.
One-floor lift Use a linear mover if it only has two positions. Use a path mover if it needs call buttons or more stops.
Logic-only blocker Use a simple invisible collider on the moving object if the visual movement is handled elsewhere.

Testing Checklist

  • Confirm the local direction of Move Delta in-game.
  • Test every button, trigger, or role button that drives the mover.
  • Test locked and unlocked states if the mover can be locked.
  • Run a round reset and make sure the mover returns to its intended starting state.
  • Check what happens when a player or prop blocks the mover.