Making a simple roblox door tween script open close

If you want your game to feel polished, using a roblox door tween script open close setup is one of the easiest ways to move away from those clunky, "instant-teleport" doors. Let's be honest, nothing ruins immersion faster than a door that just snaps into place without any transition. TweenService is the secret sauce here, and once you get the hang of it, you'll probably never go back to basic CFrame manipulation or messy hinges again.

Why TweenService is the Way to Go

When I first started out in Roblox Studio, I used to try and animate doors by changing their rotation in a loop. It was a nightmare. The door would jitter, it was hard to control the timing, and if the server lagged even a little bit, the door would end up in some weird half-open position.

Tweening solves all of that. It's essentially a way to tell Roblox, "Hey, I want this part to move from Point A to Point B over two seconds, and I want it to start slow and end slow." The engine handles all the math in between. This results in a smooth, cinematic motion that looks great regardless of your game's frame rate. Plus, it's much lighter on performance than trying to run complex physics simulations for every single door in your map.

Setting Up Your Door in Studio

Before we even touch the code, we need to get the physical door ready. This is where a lot of people trip up. If you just tween a single part from its center, it's going to spin like a propeller. Unless you're building a revolving door for a fancy hotel, that's probably not what you want.

  1. Create the Door Part: Insert a Block, scale it to look like a door, and name it "Door."
  2. Anchor it: This is huge. Make sure your door is Anchored. Since we're moving it via script and not physics, it doesn't need to be unanchored.
  3. The Pivot Point: By default, parts rotate around their center. To make a door swing from the side, you need to change its Pivot. In the "Model" tab in Studio, use the "Edit Pivot" tool to move the blue dot to the edge of the door where the hinges would be. If you don't do this, the roblox door tween script open close logic will make the door spin right in the middle of the frame.
  4. Add a ClickDetector: If you want players to actually interact with it, insert a ClickDetector into the Door part.

Writing the Roblox Door Tween Script

Now for the fun part. We're going to write a script that handles the opening and closing logic. You'll want to put a Script (not a LocalScript, unless you want the door to be client-side only) inside your Door part.

Here is a basic structure of how the code looks:

```lua local TweenService = game:GetService("TweenService") local door = script.Parent

-- This is where we define how the movement feels local info = TweenInfo.new( 1.0, -- How long the animation takes (seconds) Enum.EasingStyle.Sine, -- The "vibe" of the movement Enum.EasingDirection.InOut, -- Apply the style to both start and end 0, -- Don't repeat false, -- Don't reverse automatically 0 -- No delay )

-- Define the goals local closedCFrame = door.CFrame local openCFrame = door.CFrame * CFrame.Angles(0, math.rad(90), 0)

local openTween = TweenService:Create(door, info, {CFrame = openCFrame}) local closeTween = TweenService:Create(door, info, {CFrame = closedCFrame})

local isOpen = false

door.ClickDetector.MouseClick:Connect(function() if isOpen then closeTween:Play() isOpen = false else openTween:Play() isOpen = true end end) ```

Understanding TweenInfo

The TweenInfo.new part is where you customize the movement. You don't have to stick with Sine. If you want a door that slams shut or bounces, you can swap it out for Enum.EasingStyle.Bounce or Enum.EasingStyle.Elastic.

I personally prefer Sine or Quad for doors because they feel heavy and natural. Linear movement usually looks a bit robotic, like an elevator door rather than a wooden one swinging on a hinge.

Handling the Toggle Logic

You'll notice the isOpen variable. This is just a simple boolean (true/false) that keeps track of the door's state. Without this, the script wouldn't know whether it should be playing the openTween or the closeTween.

When the MouseClick event fires, we just check: "Is it open?" If it is, we play the closing animation. If it's not, we play the opening one. Simple, right?

Pro Tips for Better Doors

Once you have the basic roblox door tween script open close working, you might want to add some extra polish.

Adding a Debounce

Sometimes players like to spam-click things. If a player clicks the door ten times in one second, the tweens might fight each other, or the door might get stuck in a weird position. You can add a "debounce" (a cooldown) to prevent this.

Basically, you create a variable called isMoving. At the start of the click function, you check if isMoving is true. If it is, you return (stop the function). If not, you set it to true, play the tween, wait for the tween to finish (using tween.Completed:Wait()), and then set isMoving back to false.

Sound Effects

Visuals are only half the battle. If you want a truly satisfying door, add a "Creeeeak" sound when it opens and a "Thud" when it closes. You can trigger these sounds right inside the click function. It makes a world of difference for the player's experience.

Tweening Models vs. Parts

If your door is fancy—maybe it has a handle, a glass window, and some trim—you'll likely have it grouped as a Model. Tweening a model is slightly different because you can't just tween the CFrame of a model directly (well, you can, but it's messy).

The best way to handle this is to set a PrimaryPart for the model (usually the main slab of the door) and weld everything else to it using WeldConstraints. Then, you just tween the CFrame of that PrimaryPart, and the rest of the bits and pieces will follow along perfectly.

Common Pitfalls to Avoid

I've seen a lot of people run into the same few issues when setting up their first roblox door tween script open close.

First, forgetting to anchor the door. If it's not anchored, it might just fall through the floor or fly away when the tween starts because of how the physics engine reacts to CFrame shifts.

Second, incorrect CFrame math. In the script above, I used door.CFrame * CFrame.Angles(0, math.rad(90), 0). The math.rad(90) is crucial because Roblox uses radians, not degrees, for rotation. If you just put 90, the door will spin like crazy because 90 radians is a lot of circles.

Third, local scripts vs server scripts. If you put this logic in a LocalScript, only the player who clicked the door will see it move. For everyone else, the door will stay closed, and they'll see the first player walk right through a solid object. Always use a regular Script for doors unless you have a specific reason to keep them client-side.

Wrapping Things Up

Creating a smooth interaction doesn't have to be a headache. By using a roblox door tween script open close approach, you're giving yourself total control over how the world feels. It's one of those small details that separates a "starter place" from a game that feels like it had some real love put into it.

Experiment with different easing styles and speeds. Maybe a heavy vault door takes five seconds to grind open, while a light interior door snaps open in half a second. Once you master TweenService, you'll realize it's useful for way more than just doors—you can use it for moving platforms, fading UI elements, or even changing the color of lights. Happy building!