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I didn’t run into that problem myself yet. However, I’m often teleporting from an invisible switch to a door instead of connecting doors directly to each other. Additionally, I always using doors as a one-way construction. This doesn’t mean the hero cannot go back. Of course, in my game the hero can also go to the previous room/level. However, I’m using four doors to implement this and connect only two of them for each direction. That means the target door remains always unconnected. Perhaps, you can implement it the same way for your game as a workaround. This will make doors more predictable and more reliable.