Looking out from a hiding place: the view should resist, not hit a hard wall
When the player hides in a wardrobe or under a bed, they should only see through the gap, but a view that suddenly stops dead feels like a bug. Here is a way to make the limit feel like a resistance, with no sticky corner and no way to cheat past it.
Why this works
A limit that is felt gradually reads as a hiding place that is tight; a limit that stops dead reads as a bug. Letting resistance grow toward the edge, but never holding the player back on the way in, gives the feel of a spot with little room.
When not to use it
Skip the softness when the player needs to aim or react exactly, as in a fight from cover; the sticky edge costs precious moments. A plain stop is clearer there. It is also wasted if the hiding place has an open front.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 13 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 "Looking out from a hiding place: the view should resist, not hit a hard wall" (read_entry camera-peek-from-hiding-with-a-soft-limit) 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