Let a character look at things within reason, and relax when they are behind
A head that tracks the player gives life to a shopkeeper or guard, but a head that follows without limits twists like an owl, and one that clamps at the side suddenly snaps to the other side when the player walks behind. Here is a rule that handles every direction.
Why this works
People read a head turn as attention, but a real neck has a comfortable range and a limit. Following inside the range, straining at its edge and relaxing beyond it matches that, and moving at a capped speed makes every change look deliberate.
When not to use it
Skip it for characters that should look rigid or robotic, for top-down games where heads are tiny, and for anything the player must read exactly, such as a guard whose gaze is the detection cone. There the gaze must follow the real rule, not a polite one.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 26 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 "Let a character look at things within reason, and relax when they are behind" (read_entry head-follows-the-player-but-never-twists-backwards) 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