Dungeon Door
A heavy arched dungeon door in a dressed stone frame, 1.3 m wide and 2.5 m tall overall: iron-banded planks or a barred cell gate, with a keyhole lock plate. The leaf swings outward on its right-hand hinge (rigged part "door"); the frame drops exactly into the doorway piece of dungeon-wall.
- Size
- 1.3 × 2.5 × 0.65 m
- Triangles
- 1,104
- Kit
- Dungeon
Tune it
5 knobs: Style, Wood, Iron, Lock, Open.
Specs
- Size
- 1.3 × 2.5 × 0.65 m width × height × depth
- Triangles
- 1,104 of 6,000
- Draw calls
- 1 one vertex-colour material
- Moving parts
- 1 door · rotate
- Knobs
- 5 3 presets
- Night lights
- 0 none
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/dungeon-door.mjs';
const dungeonDoor = createAsset();
scene.add(dungeonDoor); // rests on y = 0, front faces +Z
// 'door' pivots on its hinge: 0° to 100° around y
dungeonDoor.getObjectByName('door').rotation.y = THREE.MathUtils.degToRad(0);import { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/dungeon-door.mjs';
export function DungeonDoor() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import dungeon-door.glb (download below). Moving parts are separate nodes, pivoted on their hinge.
$DungeonDoor/door.rotation_degrees.y = 0// Import dungeon-door.glb with glTFast (com.unity.cloud.gltfast).
transform.Find("door").localEulerAngles = new Vector3(/* y: */ 0, 0, 0);Use the gaitkit MCP server: get_variant({ "id": "dungeon-door", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
style | choice | plank bars | plank | plank (solid vertical planks with iron straps and studs, a treasure room or keep door) or bars (an iron grid gate, like a prison cell or a small portcullis you can see through). |
wood | choice | oak dark red stained grey | oak | Plank colour: oak (warm brown), dark (old, near black), red stained (painted, a bit sinister), grey (weathered, damp). Bars style shows wood only on the frame-side post. |
iron | choice | black rusty bronze silver | black | Metal of straps, studs, bars, hinges and lock: black (wrought iron), rusty (orange-brown), bronze (old gold-brown), silver (bright, enchanted or royal). |
lock | toggle | on / off | true | Lock plate with a keyhole and a ring pull on the latch side. Off leaves only a plain pull ring. |
open | range | 0 to 1, step 0.05 | 0 | How far the door is swung open, outward toward +Z. 0 shut, 1 open about 100 degrees. |
Presets: prison cell {"style":"bars","iron":"rusty","lock":true} · vault door {"wood":"dark","iron":"bronze"} · enchanted gate {"style":"bars","iron":"silver","open":0.35}
Files
| File | What |
|---|---|
| dungeon-door.glb | GLB, default look · 155 KB |
| dungeon-door.mjs | ES module, every knob live |
| dungeon-door.obj | OBJ, static, no colour |
| dungeon-door-params.json | knob schema, presets, night zones |
Licence
Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.