Make a sign, bush or button wobble when hit, even by many hits in a row
A single kick that sets something swinging is easy. The trouble starts when many hits arrive together: the wobble grows without limit, the object flies off its place, or each hit restarts and looks fake. Here is how to add hits up and keep the result believable.
Why this works
A real object keeps the energy of every knock, so hits add up or cancel depending on timing. Giving it speed instead of fixing its position lets that happen by itself, and a limit keeps a crowd from bending it flat.
When not to use it
Not when the player needs a clear signal that a hit counted, such as a weak spot or a combo. A swaying object blurs when it ended, so use a short flash or a sound with an exact length instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 27 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 "Make a sign, bush or button wobble when hit, even by many hits in a row" (read_entry hit-wobble-from-a-kick-with-a-cap) 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