Making a Working Roblox Elevator Script Multi Floor System

A roblox elevator script multi floor setup is one of those things that looks incredibly simple from the outside but can drive you absolutely crazy once you start digging into the code. We've all been there—you build a beautiful skyscraper, you set up a nice-looking lift, and then the moment you try to make it stop at the third floor, everything breaks, the doors fly off into space, and your character ends up clipped through the floor. It's a rite of passage for any Roblox dev, honestly.

But once you get the logic down, it's actually one of the most satisfying systems to complete. Whether you're building a horror game with a creepy basement or a high-end luxury apartment simulator, a reliable multi-floor elevator is essential. In this guide, we're going to walk through how to actually build one that doesn't glitch out every five minutes.

The Foundation: Thinking Beyond Up and Down

When you're making a basic elevator that only goes between two floors, you can get away with some pretty lazy scripting. You just tell the part to go to Position A or Position B. But a roblox elevator script multi floor system needs a bit more "brain power." You have to account for where the elevator currently is, which floor the player just pressed, and how to get there smoothly.

Instead of hardcoding every single floor's height, the smartest way to do this is by using a list (or a table, in Luau terms) of Y-coordinates. This way, if you decide to add a 10th floor later, you aren't rewriting your entire script; you're just adding one more number to a list.

Why TweenService is Your Best Friend

You might be tempted to use physics constraints like PrismaticConstraints or just simple loops to move your elevator. While those have their place, TweenService is the gold standard for elevators. Why? Because it's predictable. Physics in Roblox can be well, "Robloxy." Parts can bounce, get stuck, or lag. TweenService calculates the movement on the server or client linearly, ensuring the car lands exactly where it's supposed to every single time.

Setting Up Your Elevator Car

Before we even touch a script, your "Car" needs to be organized. If your elevator is a mess of 50 unanchored parts, the script is going to have a hard time moving it.

  1. Group everything: Put your floor, walls, and ceiling into a Model named "ElevatorCar."
  2. The PrimaryPart: Create a transparent part at the very bottom of the elevator (the floor) and set it as the PrimaryPart of the model. This is what we will actually be moving; everything else will just follow along.
  3. Weld it up: Use WeldConstraints to keep all the walls and the door attached to that base part. If you don't do this, you'll move the floor and leave the walls hovering in mid-air.

Writing the Multi-Floor Logic

Now for the fun part. A solid roblox elevator script multi floor needs to handle a few specific tasks: listening for button presses, checking if the elevator is already moving, and then executing the move.

You'll want to create a folder in your workspace called "Floors." Inside that, put a bunch of parts (you can make them invisible) exactly where you want the elevator floor to stop for each level. Name them "1", "2", "3", and so on. This makes it super easy for the script to find the target position.

The Core Script Concept

Inside your elevator model, you'll likely have a Script. We need to define our variables first. You'll want to reference the TweenService and the ElevatorCar itself.

lua local TweenService = game:GetService("TweenService") local elevator = script.Parent.PrimaryPart local isMoving = false local currentFloor = 1

The isMoving variable is a "debounce." It prevents the script from trying to go to Floor 5 while it's already halfway to Floor 2. Without this, your elevator will start jittering or jumping around if someone spams the buttons.

Handling the Movement

The actual function to move the elevator needs to calculate how long the trip should take. If you use a fixed time (like 2 seconds), moving one floor will look slow, but moving ten floors will look like the elevator is breaking the sound barrier. It's better to calculate the time based on distance.

You take the distance between the current height and the target height and divide it by a speed constant. It keeps the movement consistent across all floors.

Connecting the Buttons

This is where many people get stuck. You have buttons inside the car and buttons on each floor. To keep it simple, each button should have a ClickDetector and a small script (or one central script) that fires a signal.

I'm a big fan of using RemoteEvents for this if you want to be fancy, but for a standard setup, a simple ObjectValue or a direct function call works fine. When a button for Floor 4 is pressed, it calls the MoveElevator(4) function.

The script then looks into that "Floors" folder we made earlier, finds the part named "4", gets its Position.Y, and starts the Tween.

Dealing with Doors (The Hard Part)

Let's be honest: elevator doors are the bane of every developer's existence. You have to time them perfectly.

The logic should go: 1. Receive floor request. 2. Close doors (if they aren't already). 3. Move the car to the target floor. 4. Wait for the Tween to complete. 5. Open doors. 6. Wait a few seconds for players to get out. 7. (Optional) Close doors again.

The easiest way to script doors is to use TweenService on the door parts themselves. If your door is at X = 5, and "open" is X = 8, you just tween that property. Just make sure the doors are welded to the elevator car but the weld is either disabled or you are tweening the C0 or C1 property of the weld so they move relative to the car.

Common Pitfalls to Avoid

Even with a great roblox elevator script multi floor, things can go sideways. Here are a few things I've learned the hard way:

  • Player Physics: Sometimes, players might "slip" through the floor of a moving elevator. To fix this, make sure your elevator moves on the Server, but consider giving the player network ownership of their character (which Roblox does by default) and ensuring the elevator's floor has enough thickness.
  • The "Double Call": What happens if someone on Floor 1 calls the elevator while someone inside is going to Floor 10? You need a queue system if you want a "real" elevator. For a basic game, though, most people just let the elevator finish its current trip before accepting the next command.
  • Anchoring: Make sure your PrimaryPart is anchored. If it's not, TweenService might fight with gravity, and gravity usually wins in the messiest way possible.

Making it Feel "Real"

If you want to go the extra mile, don't just make it move. Add some juice!

  • Sound Effects: A "ding" when it arrives and a mechanical hum while it moves go a long way.
  • UI Displays: Put a SurfaceGui inside the car that shows the current floor number. You can update this by checking the elevator's Y-position in a while loop or by updating the text every time the elevator passes a floor height.
  • Smooth Easing: In your TweenInfo, use Enum.EasingStyle.Quad or Sine and Enum.EasingDirection.InOut. This makes the elevator start slow, speed up, and then decelerate smoothly. It feels much more professional than a sudden, jerky stop.

Wrapping Up

Building a roblox elevator script multi floor system is a great way to level up your scripting skills because it touches on so many core concepts: tables, TweenService, debounces, and CFrame manipulation.

Don't get discouraged if the first time you run it, the elevator ends up in the sky or the doors don't follow the car. Just check your welds, make sure your floor names match your script logic, and keep testing. Once you have that one "Master Script" working, you can just drop it into any project and have a working lift in seconds. Happy building!