Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

Comfort

Settings your players can change for motion sickness and taste, layered on top of your tuning so no asset ever needs editing.

Comfort is the set of options a settings menu gives the player: less handheld motion, fewer shakes, a wider view, no camera moving by itself. Every one of them scales or nudges what your Rigs ask for, so your tuning stays the baseline and the player moves relative to it.

They live on the Follow Camera (under Comfort) rather than on any shared asset, so one player's choices never change what another character's camera reads. With a camera other than the Follow Camera, Blendable Shake keeps its own copy, Comfort (Without A Follow Camera), so there's still one place for a settings menu to write to.

OptionWhat the player gets
Handheld Scaleless bob, sway, lean and momentum. The biggest cause of discomfort
Shake Scaleless of every impact, shake and rumble; 0 removes them
Lens Effect Scaleless FOV punch and less of the camera coasting after a fast turn
Movement Scale and Tilt Scalehow far every effect may move the camera, and how far it may tilt it, apart, since some players mind one and not the other
Keep Horizon Levelnever rolls the camera: every shake, lean and peek keeps its movement, pitch and yaw. The single setting that helps the most people who get motion sick
Per Groupa scale for each shake group, Handheld, Body, Impacts, World and the rest, on top of the slider it follows
Lock-On Effectshow much of what a lock lays over the picture plays: its looks, the letterbox bars and the target highlight
Allow Auto Motionoff stops the camera moving by itself: auto-follow, slope pan, recentre, the idle camera
FOV Stepsa wider or narrower view, in steps, on top of every Rig's own lens
Distance Stepsthe camera further back or closer, in steps
Centre Dota fixed dot at the centre of the screen for the eye to rest on

One switch for everything#

Set Reduce Motion turns handheld, shakes, lens effects and auto motion off in one call, and turns the centre dot on. It sets the individual options rather than locking a mode, so a player can switch it on and then put back the one thing that never bothered them.

Wiring a settings menu#

The comfort options are a normal struct on the component's Config, readable and writable from Blueprint. Bind your sliders to them directly. Changes apply on the next frame.

Go deeperThe centre dot

A fixed point on screen is one of the cheapest, most effective fixes for motion sickness, and very few games ship one. The camera doesn't draw it; it tells your HUD what to draw. Get Centre Dot Style hands a widget its size in pixels, its colour and whether to show, with a short fade so it never pops. Get Centre Dot gives a world position on the view axis instead, for a world-space crosshair.

Gameplay can ask for the dot too, with Set Centre Dot Requested: an interaction prompt that wants it only near something usable, say. Either reason is enough to show it.

Go deeperCutscenes that ignore comfort

A Sequencer section can opt out of comfort, so a scripted earthquake still lands for a player who turned gameplay shakes right down. The opt-out covers handheld motion as well, so an authored handheld cutscene stays handheld.

Whether new sections opt out by default is a project setting, because it depends on what you're making: an accessibility-first project wants sections obeying comfort, a linear cinematic one wants the opposite. A second setting warns you when an exempt shake runs longer than a couple of seconds, since a long rumble is the one a motion-sensitive player can't sit through.

Go deeperWhy steps rather than values

FOV and distance are steps on top of each Rig's own value, not a number that replaces it. That keeps every Rig's relationship to every other: a player who wants "a bit wider" gets exactly that when aiming, in first person and in a cutscene, without any of them being re-authored. Handheld and shakes scale separately because someone who finds constant drift unbearable is often completely fine with a one-off impact, and one dial would take that choice away.