# Spawn Door 4 m (Hero Shooter Harbour Payload)

Free 3D game asset: a 4 m hero shooter spawn door bay with two steel leaves that swing open on their own hinges. Rigid node clips open and close, no skeleton.

- **URL:** https://3dassets.dev/assets/hero-shooter-harbour-payload-interactive-spawn-door-27d52e21
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/27685/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/hero-shooter-harbour-payload-interactive-spawn-door-27d52e21
- **Licence:** CC0 1.0 Universal: https://creativecommons.org/publicdomain/zero/1.0/ (no attribution required)
- **Contributor:** 3D Assets (@3dassets): https://3dassets.dev/u/3dassets
- **Category:** Buildings & Architecture
- **Tags:** Sci-Fi, Stylized, Animated, Modular
- **Geometry:** 1,872 triangles, 1,455 vertices, 8 meshes, 5 materials, 1 textures
- **Size (m):** 4 × 4 × 0.6
- **Animations:** open, close
- **File size:** 0.21 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

A spawn door filling one 4 m bay of the map kit: plaster jambs and a lintel with a cyan header and a lit bar, two steel leaves with glowing edge strips, and a stone threshold. The pivot is on the grid origin and the ports match the wall bays. Dimensions 4.00 × 4.00 × 0.60 m (X × Y × Z). Metre units, +Y up, +Z front; origin on the ground at the footprint centre unless stated. White and terracotta plaster, sea blue, sunlit yellow and coral, with warm orange attack and cool cyan defence markings and emissive strips. Rigid node-transform clips open, close turn named gear parts on their own pivots. No skinning, no skeleton, no collision or navigation data. The jambs, lintel and threshold are static; only the two leaves swing.

## Use with three.js

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { AnimationMixer } from 'three'

let mixer

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/27685/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
  mixer = new AnimationMixer(gltf.scene)
  mixer.clipAction(gltf.animations[0]).play()
})

// Call from your render loop; deltaSeconds is time since the previous frame.
function updateAssetAnimation(deltaSeconds) {
  mixer?.update(deltaSeconds)
}
```

## React Three Fiber

```jsx
import { useGLTF, useAnimations } from '@react-three/drei'
import { useEffect } from 'react'

export function SpawnDoor4MHeroShooterHarbourPayload(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/27685/v1/model.glb')
  const { actions, names } = useAnimations(animations, scene)
  useEffect(() => {
    const action = actions[names[0]]
    action?.reset().play()
    return () => { action?.stop() }
  }, [actions, names])
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/27685/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/27685/v1/model.glb" alt="Spawn Door 4 m (Hero Shooter Harbour Payload)" camera-controls auto-rotate autoplay></model-viewer>
```

## Blender

```python
# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.
import bpy
bpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/27685/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
# Clips arrive as actions; play them from the Dope Sheet > Action Editor.
```

## Godot

```gdscript
# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.
var packed := load("res://models/model.glb") as PackedScene
var model := packed.instantiate()
add_child(model)
var player := model.find_child("AnimationPlayer", true, false) as AnimationPlayer
player.play(player.get_animation_list()[0])
```

## Unity

```csharp
// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,
// or load it at runtime straight from the CDN:
using GLTFast;
var gltf = new GltfImport();
if (await gltf.Load("https://cdn.3dassets.dev/assets/27685/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first.
```

---
JSON: https://3dassets.dev/api/v1/assets/hero-shooter-harbour-payload-interactive-spawn-door-27d52e21 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.