Pighaus Games Docs

Comfort

A runtime scale for shakes and handheld motion that a settings menu can write, without editing shared assets.

Shakes and handheld motion run through a comfort scale a settings menu can write at runtime.

It's held per component rather than on the shared asset, deliberately. Writing it into the rig would mean one player's accessibility choice editing an asset every other character using that rig also reads, which is the kind of bug that only shows up in a build.

Two buses, scaled separately#

Ambient handheld motion and transient shakes are scaled independently before being clamped together. Somebody who finds constant handheld drift nauseating often has no problem with a one-off impact, and collapsing both into a single dial takes that choice away.

Sequencer exemptions#

A Sequencer section can opt out of the comfort scale individually, so a scripted earthquake still lands for someone who's turned gameplay shake right down.

The exemption covers the ambient bus as well as transient shakes, so an authored handheld camera in a cutscene stays handheld.

Whether new sections opt out by default is a project setting, because the right answer differs by studio: an accessibility-focused project wants new sections obeying comfort, a linear cinematic one wants the opposite.