Logic Entity

LogicTransitionLevel

Performs a seamless level transition, carrying entities inside a designated volume into the new map and anchoring their positions to a matching entity in the destination.

Properties

Name Type Description
Transition Volume String Target name of a func_trigger brush that defines which entities get carried into the new map. Any entity inside this volume at transition time will transfer over.
Destination Anchor String Target name of the matching LogicTransitionLevel entity in the destination map. The engine calculates the offset between this entity and the destination anchor to correctly reposition all transitioning entities.

Inputs

Name Parameter Description
TransitionLevel String The map to transition to, as a path relative to the current map's folder. No file extension. Triggers the transition immediately.

Notes

LogicTransitionLevel is the entity-side half of the level transition system. For full setup instructions including how to configure both maps, see the Level Transitions guide.

The entity acts as a spatial anchor. Its world position in the current map is compared against the matching LogicTransitionLevel’s position in the destination map, and all transitioning entities are offset by the difference. This means the player arrives in the new map at the geometrically correct position relative to the doorway or threshold they walked through.

Place this entity at a meaningful point in the transition geometry — typically at the centre of the doorway or threshold. The matching entity in the destination map should be placed at the same relative position in its equivalent geometry.

The previous map’s state is automatically cached in the session when a transition fires. If the player returns to that map later, all entities will be in the state they were in when the player left. See Level Transitions for details on how this interacts with saving.