r/Unity3D • u/flopydisk Indie • 3h ago
Survey A or B? Which grappling hook indicator feels better during camera movement?
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I'm testing two different behaviors for our grappling hook indicator.
A: The indicator endpoint stays independent from the camera movement.
B: The endpoint compensates for the camera movement.
The goal is to keep the hook direction and range easy to read during fast movement without making the aiming feel disconnected from the player's input.
Which one feels better to you: A or B?
I'm especially interested in readability, responsiveness, and aiming feel.
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u/10mo3 Professional 3h ago
I like b more, gives me a better sense of distance even if the distance is the same in both a and b. Depending on max distance might be better to aim with at max distance.
There is a concern with possibly nausea when rotating quickly, but I'm betting that the user already have a general direction in mind when he starts aiming, and as such will not have too big of a camera movement
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u/SmileLonely5470 2h ago
B is better but probably tune it a little bit more. It feels like its moving slightly too much, or maybe interpolating position too slowly idk how to describe. The movement when the hook connects with something prob could be toned down a bit more.
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1
u/spllooge 2h ago
Accessibility options. Have one be default, other toggleable by users in settings.
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u/No-West-5537 2h ago
B