Spatial shakes
Give a shake a place in the world and it lands harder the closer you are. A grenade across the level isn't a grenade at your feet.
Play World Shake takes a shake and the point where it happened, and works out how hard it should land from how far away the player is. You never have to calculate a strength at the call site.
The shake asset carries the distances, because the right reach belongs to the event: a grenade is felt across a room, a collapsing building across a level.
| Setting | What it does |
|---|---|
| Inner Radius | full strength anywhere inside this |
| Outer Radius | nothing at all beyond this |
| Falloff | the shape in between: Linear, Smooth, or Inverse, which drops away fast and then lingers, like real energy over distance |
| Epicentre Bias | how much the kick points away from the blast, 1 being fully. Lower mixes in a random direction, so a distant rumble feels like it came from "over there" without pointing at it. Directional shakes only |
For a one-off that's bigger or smaller than the asset usually represents, pass your own radii to the call.
Go deeperWhy distance is measured from the character
The camera sits behind the character and swings around as the shot moves. Measuring from it would make the same explosion a different strength depending on which way you happened to be looking. Measuring from the character keeps it steady.