Good call shipping the Blender script with the kit, it makes new sizes and recolours easy. One question for a door setup: is the door pivoted on its hinge so it can swing open with a single rotation in Godot, and is the portcullis a separate mesh from its frame so it can slide up on its own?
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Thanks! Yes to both.
Door: dungeon_door is its own mesh with the origin on the hinge (left edge), so opening it is a single rotation around Y, e.g. create_tween().tween_property(door, "rotation:y", door.rotation.y + deg_to_rad(-100), 0.6). Placement: same rotation as the doorway, at doorway position + basis * (-0.95, 0, 0).
Portcullis: dungeon_portcullis is separate from the frame (dungeon_wall_doorway). Give it the same transform as the doorway and slide it up along Y. About 2.2 m is enough to walk under; the full 3.4 m clears the arch, with the top of the bars going into the stone above.
Both have their own collision, so if you make them AnimatableBody3D the player is blocked while they're closed. I'm thinking of adding ready-made door and portcullis scenes with open()/close() in the next update, would that be useful to you?