Spielerando

Turn the body only after the head has turned far enough, then stop near centre

If the body copies every tiny head movement it twitches; if it waits too long the neck looks broken. Characters that aim or look around need a delay before the feet turn and a rule for when to stop, or they jitter at the threshold. Here is the pattern with its two limits.

Why this works

One limit makes the body flip between turning and not turning every frame when the twist sits near it. Two limits, a high one to start and a low one to stop, leave a gap in which the state cannot change, so the movement stays calm and the neck looks natural.

When not to use it

Wrong for fast aiming where the body must answer at once, like a duel or a twin-stick game: the delay feels like lag. Lower the start limit there, or let the body follow the aim directly.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 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 "Turn the body only after the head has turned far enough, then stop near centre" (read_entry turn-in-place-only-when-the-twist-gets-too-big) 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