Dip the camera when the hero lands from a long fall, but not from a small hop
A landing that shakes the view makes a fall feel heavy, but if every step off a stair does it the game becomes seasick, and measuring the wrong thing makes a short drop feel like a cliff. Here is what to measure and how to let the view recover.
Why this works
Weight in a landing comes from how far you fell, not how fast you ended up, because speed tops out and a hop and a cliff look the same at the bottom. Judging the drop from the highest point, and ignoring small ones, makes only real falls shake the view.
When not to use it
Skip it in games with constant jumping or climbing, or for players prone to motion sickness. A shaking view on every few landings tires the eye, so use a small sound and dust puff, and let players switch camera shake off.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 28 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Dip the camera when the hero lands from a long fall, but not from a small hop" (read_entry camera-dips-after-a-long-fall-but-not-after-a-hop) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP