Creating the Elevator Puzzle triggers
The elevator puzzle became the most difficult out of all of the events i found because it was quite complex and relying on two players in order to properly test it. I created all of the assets so that the doors animate open, there is an old fuse, a new fuse and a tool to open one of the doors. The code at the moment is set up for just one person at the moment since i do not have a build or a second headset to full test if it is all working correctly for two people. This will need to be tested when I am back on campus after the summer.




Elevator lighting and Changes
To simulate the elevator moving up for the player I created some spot lights that will move up on the left and right side to show in a way that it is all moving up through the floors of the hotel. This was created using a simple looping animation.



I also created a flickering light and red service like to show that the elevator has broken down at the certain point in the narrative of my experience.

Initial Elevator Moving Animations
My initial idea of how to move the player in the elevator from the bottom floor to the upper floor was to create an animation of the whole environment moving up and essentially carrying the player with it. however i had one major issues that when it did move with the animation, the player would fall through the floor and so this was not a very good solution and another way of doing this would need to be done.

Updating the Map layout
So to combat this i ended up moving down the whole hotel room environment to be next to the elevator so that it would be set active false at the start and when the player enters the elevator it would swap and appear for the player to simulate that they have changed floors when the doors open again after that sequence of the story.
Creating Slamming Doors Interaction
I have now added more decorations and assets to the hotel rooms including beds, furniture and bathroom etc. I thought it would be interesting to add some doors slamming open as the player passes near them. I achieved this by placing some colliders with a script to play the door open animation and also triggering a slamming sound effect.

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Leaving the Elevator Sequence
When the player starts to leave the elevator the final sequence of dialogue, music and certain events will be triggered which i created using the code below:
