Getting a roblox elevator script multi floor setup running in your game isn't as scary as it sounds, even if you're relatively new to Luau. We've all been there: you build a cool skyscraper, but then you realize that making players jump up fifty flights of stairs is a great way to make them quit your game. You need a lift. But not just any lift—a smart one that knows where it's going and doesn't glitch out halfway through.
In this article, we're going to break down how to handle the logic behind a multi-floor system. We aren't just moving a brick up and down; we're talking about a system that handles multiple inputs and moves smoothly between different heights.
Why Physics-Based Elevators Usually Fail
When you first start out, you might think about using BodyVelocity or PrismaticConstraints. On paper, that sounds perfect. It's physics, right? In reality, Roblox physics can be a bit temperamental. If a player jumps while the elevator is moving, they might clip through the floor. If the server lags for a millisecond, the elevator might go flying into the sky.
That's why most experienced devs lean toward TweenService. Using a roblox elevator script multi floor powered by Tweens ensures that the movement is calculated locally or on the server with a fixed start and end point. It's predictable, it's smooth, and it won't launch your players into the stratosphere because of a physics glitch.
Setting Up Your Elevator Model
Before we even touch the script, you need a decent model. You don't need to be a master builder, but you do need to organize your Explorer window. If your elevator is just a bunch of parts named "Part," you're going to give yourself a headache.
- The Cabin: Group all the parts of your elevator car into a Model named "ElevatorCar."
- The PrimaryPart: This is the most important step. Set a "Root" part (an invisible box that encompasses the whole car) as the
PrimaryPartof the model. This is what we will actually be moving. - Floor Markers: Create invisible parts at each floor level. Name them "Floor1," "Floor2," and so on. Put these in a folder called "FloorPositions." This makes the scripting part so much easier because we can just grab the Y-coordinate of these parts.
By setting up these markers, your script doesn't need to know that Floor 3 is exactly 150 studs up. It just needs to know it should go to the position of the "Floor3" part. It makes your life way easier if you decide to change the height of your building later.
The Core Logic of a Multi-Floor Script
The heart of a roblox elevator script multi floor is a simple state machine. The elevator is either "Idle" or "Moving." If it's moving, it shouldn't accept new commands until it reaches its destination—unless you want to get really fancy with a queue system, but let's keep it simple for now.
You'll want to use a Table to store your floor heights. In Luau, it looks something like this:
local floorPositions = {workspace.FloorMarkers.Floor1.Position.Y, workspace.FloorMarkers.Floor2.Position.Y}
When a player hits a button, the script checks which floor they want, finds that Y-value in the table, and tells the TweenService to move the PrimaryPart to that new height.
Handling the Buttons
How do the players actually tell the elevator where to go? You've got two main options: ProximityPrompts or SurfaceGui buttons. Personally, I'm a fan of ProximityPrompts for that "immersive" feel, but SurfaceGuis are better if you want a classic elevator panel.
Regardless of what you choose, you'll need a RemoteEvent. If a player clicks a button on their screen (the Client), the server needs to know about it so it can move the elevator for everyone. You don't want an elevator that only moves on one person's screen while everyone else sees them floating in mid-air.
Making the Movement Smooth
TweenService is your best friend here. It allows you to define the "EasingStyle." For an elevator, "Sine" or "Quad" usually feels the most natural. It starts a bit slow, picks up speed, and then slows down as it reaches the floor.
Here is a little trick: calculate the duration of the tween based on the distance. If the elevator is going from Floor 1 to Floor 2, it should take less time than going from Floor 1 to Floor 10. If you use a fixed time (like 5 seconds), the elevator will move like a rocket when going long distances and like a snail when going between adjacent floors.
Dealing with Doors
This is where most people get stuck. A roblox elevator script multi floor isn't complete without doors that actually open. The easiest way to handle this is to have the doors as part of the "ElevatorCar" model.
When the Tween finishes (you can use the .Completed event), you trigger another function to slide the doors open. Wait a few seconds, slide them shut, and then set the elevator's state back to "Idle."
Pro tip: Make sure you use a "Debounce" variable. A debounce is just a fancy coding term for a cooldown. It prevents the script from trying to go to Floor 5 while it's already halfway to Floor 2 because some kid is spamming the button.
Common Pitfalls to Avoid
I've seen a lot of scripts break because of simple mistakes. First, make sure your ElevatorCar parts are all Unanchored EXCEPT for the PrimaryPart, and then weld everything to that PrimaryPart. Or, simply anchor everything and move the entire model using SetPrimaryPartCFrame (though Tweening the CFrame is usually smoother).
Another common issue is "Network Ownership." Sometimes, if a player is standing in the elevator, the server might try to give them physical control over it. Since we're using Tweens, it's usually best to keep the control strictly on the server side to avoid any stuttering.
Adding the "Juice"
If you want your elevator to feel high-quality, you need sound and light. A simple "ding" when arriving at a floor goes a long way. You can trigger a sound effect in the same function that opens the doors.
Also, consider adding a small UI display inside the car that shows the current floor number. You can update this by checking the PrimaryPart.Position.Y during the movement and comparing it to your floor markers. It's a small detail, but it makes the game feel much more professional.
Wrapping It Up
Building a roblox elevator script multi floor is a great project because it touches on so many core Roblox development concepts: CFrame manipulation, Tables, RemoteEvents, and TweenService.
Don't get discouraged if the doors don't line up perfectly on your first try. Scripting is 10% writing code and 90% figuring out why the code you just wrote isn't doing what you thought it would. Just keep your Explorer organized, name your parts clearly, and remember to use Tweens instead of raw physics for the smoothest ride. Once you get the logic down, you can reuse that script in every building you ever make. Happy dev-ing!