Walking through a door sends you straight back, or lets you walk during the fade
A new room puts the hero on the doorstep of another door, and the game promptly sends it back. Or the screen fades and the player can still walk into a trap. Both come from one missing idea about when a door may fire. Here is the sequence of phases and what it blocks.
Why this works
Arriving on a door is not the same as choosing to use it. Waiting until the hero has left every door before arming makes only a deliberate step count, and changing the room at the darkest moment hides the cut.
When not to use it
A fade is wrong for rooms that should feel connected, like a house you see into, or for fast games where each blackout breaks the pace. Scroll the camera to the next room or cut instantly there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 42 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Walking through a door sends you straight back, or lets you walk during the fade" (read_entry rpg-door-transition-no-bounce) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP