Let's make a roblox tween service door opening script

If you're looking for a solid roblox tween service door opening script, you've probably realized that simply changing a door's rotation instantly looks a bit janky. Nobody wants their game to feel like it was made in 2012 with parts just snapping into place. We want that smooth, cinematic slide or swing that makes a game feel polished. TweenService is basically the magic wand for this, allowing you to move, rotate, and resize things over a set period of time with all sorts of fancy easing styles.

I remember when I first started scripting in Luau, I tried to move doors using while loops and slightly changing the angle every 0.01 seconds. It was a nightmare to manage and always looked stuttery. Once I discovered TweenService, everything changed. It handles all the heavy lifting for you, including the interpolation and timing, so you can focus on making your game actually fun to play.

Setting up your door the right way

Before we even touch the code, we need to talk about how the door is built. This is where most people trip up. If you just take a basic Part and try to rotate it using a script, it's going to rotate around its center. That means your door will spin like a propeller in the middle of the frame rather than swinging open like a real door.

To fix this, we use a Hinge. You don't necessarily need a HingeConstraint (though those are cool for physics doors), but you need a "Hinge Part." Create a small, invisible, anchored part and place it exactly where the door's hinges would be. Then, you'll want to weld your main door part to this hinge part. When we use our roblox tween service door opening script to rotate the hinge, the door moves with it perfectly.

Make sure the door part itself is not anchored, but the hinge part is anchored. If both are anchored, the weld won't work. If the hinge isn't anchored, the whole thing will just fall through the floor. It's a delicate balance, but once you get it, it's a breeze.

The basic script logic

Alright, let's look at how the actual script comes together. We need to define the TweenService, set some "TweenInfo" (which tells Roblox how long the movement should take), and then play the animation when something happens—like a player clicking or walking near it.

```lua local TweenService = game:GetService("TweenService") local doorHinge = script.Parent.Hinge -- Assuming the script is inside the door model

local info = TweenInfo.new( 1.0, -- Time in seconds Enum.EasingStyle.Quart, -- Easing style (Smoothness) Enum.EasingDirection.Out, -- Easing direction 0, -- Repeat count false, -- Reverses? 0 -- Delay )

local openGoal = {CFrame = doorHinge.CFrame * CFrame.Angles(0, math.rad(90), 0)} local closeGoal = {CFrame = doorHinge.CFrame}

local openTween = TweenService:Create(doorHinge, info, openGoal) local closeTween = TweenService:Create(doorHinge, info, closeGoal)

local isOpen = false

-- This is just a placeholder for how you trigger it function toggleDoor() if isOpen then closeTween:Play() else openTween:Play() end isOpen = not isOpen end ```

In this snippet, the math.rad(90) is the secret sauce. Roblox uses radians for rotation, not degrees. Since most of us think in degrees, math.rad converts that 90-degree swing into something the code understands. If you want it to swing the other way, just change it to -90.

Making it look "Premium" with EasingStyles

This is the part where you can really show off. The Enum.EasingStyle property is what defines the "vibe" of your door. If you use Linear, the door moves at a constant speed from start to finish. It's functional, but a bit boring.

If you want a heavy, mechanical door, try Enum.EasingStyle.Bounce. It'll give it a little rattle when it hits the open position. For a modern, high-tech sliding door, Enum.EasingStyle.Quart or Enum.EasingStyle.Expo usually looks the best because they start fast and slow down smoothly at the end.

I personally love using Back for lighter doors. It makes the door swing slightly past the 90-degree mark and then settle back into place. It adds a bit of weight and realism that players definitely notice, even if they can't quite put their finger on why it feels better.

Using a ProximityPrompt for interaction

Now that we have the movement down, we need a way for players to actually open the thing. Gone are the days when we had to use complex Magnitude checks in a loop to see if a player was close enough. Now, we have ProximityPrompts.

Stick a ProximityPrompt inside your door part. You can customize the text to say "Open Door" and change the hold duration if you want them to have to struggle with it for a second. Then, connect it to your tween function:

```lua local prompt = script.Parent.ProximityPrompt

prompt.Triggered:Connect(function() if isOpen then closeTween:Play() prompt.Acti else openTween:Play() prompt.Acti end isOpen = not isOpen end) ```

It's super simple and handles all the UI for you. Plus, it works natively with controllers and mobile devices, so you don't have to write extra code for different platforms. It's honestly one of the best features Roblox has added for developers in recent years.

Handling multiple parts (Sliding Doors)

What if you aren't making a swinging door, but a sliding glass door? The logic for a roblox tween service door opening script stays mostly the same, but instead of changing the CFrame.Angles, you're just changing the position.

If you have a double sliding door, you'll need two tweens—one for the left panel and one for the right. You can play them at the exact same time. It looks super professional when two doors slide into the walls simultaneously. Just make sure you calculate the "Open" position based on the door's current position so it doesn't fly off to the middle of the map because you hard-coded a coordinate.

Using door.CFrame * CFrame.new(5, 0, 0) is way better than using a fixed Vector3. By multiplying the current CFrame, you're moving the door 5 studs relative to its own facing direction. This means you can rotate the door model in your studio, and it will still slide "sideways" correctly without you having to update the script.

Common mistakes to avoid

Even with a good script, things can go wrong. One of the biggest headaches is Tween Interruption. If a player clicks the door while it's halfway through opening, what happens? With the script above, it'll just start the "Close" tween from wherever the door currently is. Usually, this looks fine, but if you have complex animations, it can get twitchy.

Another thing is Server vs. Client. If you put this script in a regular Script (Server-side), the movement might look a little laggy if the server is under load. For a perfectly smooth experience, some devs move the tweening to a LocalScript. The downside there is that you have to use RemoteEvents to make sure everyone else sees the door open too. For most casual games, keeping it on the server is totally fine and much easier to manage.

Lastly, watch out for your Anchoring. I mentioned it before, but it's worth repeating. If your door isn't moving, 9 times out of 10, it's because the part you're trying to tween is welded to something else that's anchored, or the part itself is stuck.

Wrapping it up

Using a roblox tween service door opening script is one of those small upgrades that makes your project feel like a "real" game rather than just a test place. It's all about those tiny details. Once you get the hang of how TweenInfo and CFrames work, you can use the same logic for elevators, treasure chest lids, or even moving platforms.

Don't be afraid to experiment with the easing styles and times. Maybe a heavy vault door takes 5 seconds to slowly grind open with a Sine style, while a quick wooden door takes only 0.5 seconds. Play around with it and see what feels right for the atmosphere you're building. Happy scripting!