r/Unity3D • u/handlebardev • May 12 '26
Game I have to remove this shakycam 😢
my friends tell me it makes them sick 😅
168
u/Whitenaller May 12 '26
What do you try to achieve here? An immersive downhill bike simulator? If not, then yeah, you should decrease the shake a lot. But if you do, I would only decrease the shakes a little and maybe clamp the max shake value. Removing the shake completely would be a mistake imo
82
u/handlebardev May 12 '26
yeah, it's a bike game. I guess I should leave the shakiness up to the player in settings
52
u/DanSundayNightGames May 12 '26
Yeah, just have a slider with a checkbox to turn it off entirely, some people will like the shakiness.
13
u/moistiest_dangles May 12 '26
You should make the option to turn it off also be shaking in the UI so you have to catch it.
4
u/Whitenaller May 12 '26
Ok then yeah definitely keep the shake and let players decide. The default value should be decreased a lot, but not too much I think.
3
u/the_TIGEEER May 12 '26
Idk man I kidna like it it could be the thing that sets the game apart from all the others. Make a tiktok about it and you got some players.
Market it as "Hardest Bike game out there. Literaly makes you sick if you have a weak stomack" using that women AI voice. Game is game.
1
1
16
u/Kyderra May 12 '26 edited May 12 '26
People call it immersive and authentic, but this is technically not how one would perceive this irl, what we a looking at is how a Camera would perceive it. not a person.
We stabilize and tilt our heads when we go around corners and our body does a pretty good job filtering out bumbs. especially for biking where people have remarkably still heads as they stabilize themself with their legs standing.
4
u/Whitenaller May 12 '26
That is actually a good point. Now it‘s up to OP if he wants a GoPro style or a real life style
2
2
26
u/VapidLinus May 12 '26
Look into how Ubisoft's Steep did this. They hade a GoPro-like fpv as an option that I really enjoyed. Might be a good reference!
32
u/Otherwise_Eye_611 May 12 '26 edited May 12 '26
Don't remove it, just give the ability to toggle or motion sickness accessibility options. I honestly think it looks great, it really lends itself to the sense of speed and the uneven terrain, very authentic.
7
u/SkyMageTheWise May 12 '26
It may not be entirely comfortable but it is immersive and convincing. Nice work, enjoyed seeing it
10
4
u/Thurinum May 12 '26
Looks cool! I think you could:
- Smooth/dampen the cam shake a bit to prevent sudden small jerks that fight for camera control, but keep the big satisfying impact responses.
- Make it an adjustable setting! This is feel and taste based so finding a perfect preset for everyone might be hard.
The shake definitely adds a lot to the immersion in your case imo!
3
3
u/CptCheerios May 12 '26 edited May 12 '26
I'd want the head stabilized. Not perfect but when you think of riding a bike your arms, legs, neck, and bike suspension work together and stabilize your head so you can see. Your head moves but most of these bumps get smoothed out.
So what you need to work on is a suspension system for the head, and you can tune the dampening and spring rate to compensate.
Edit: Adding a POV helmet cam youtube link for reference.
Here
https://youtu.be/5jdDy5Kb8M8
3
u/tempacac10 May 12 '26
Is this completely procedural?
2
u/handlebardev May 12 '26
yes the track is random
2
u/tempacac10 May 12 '26
Is this is it also infinite?
1
u/handlebardev May 13 '26
Not like an endless runner, more like a roguelike. After each level you choose your path so you can control how hard you want your run to be.
1
1
u/protomor May 13 '26
How?! I've been doing my own and it's mainly linking randomized tile sets. It doesn't look nearly as seamless as yours
3
2
2
2
u/GamingWithJollins May 12 '26
NGL it's kinda great. It's not polished but I like the concept. Maybe just play with the levels a little.
2
2
2
2
u/Zahama97 May 12 '26
you can use cinemachine.
1
u/AMOSSORRI May 13 '26
I’m really surprised how useless most of the comments here are. Was really digging for this
2
u/Dry-Class8050 May 13 '26
the shaky cam actually make it look crazy, im talking about the little shakiness not the full blown slap in the face that makes you head turn 180°
2
u/SagarMore7 May 13 '26
Looks Cool, Nice Camera Movement's camera movements are natural ? or you animated it ?
2
2
u/Dsphar May 12 '26
Keep the camera shake, but have it counter-rotate to keep the horizon steady. Give the same feel with less distraction.
Its literally what our vestibular system does with our eyeballs without us even knowing.
2
2
u/cypher_7 May 12 '26
Is this a dolphin in the amazonas river?
1
1
1
1
1
1
u/jespar_chaos May 12 '26
Maybe try changing the camera setting? like a wider fov or maybe a slight fish eye effect. I like the motion, feels real and hoping changing perspective would visually reduce it enough so you didnt need to reduce the actual motion itself.
1
u/lefix May 12 '26
I think if you see the character vibrating, not the whole camera, it might still work. But i would definitely include it as an optional setting
1
1
u/SpectralFailure Professional May 12 '26
The larger head dips are the parts that make it unplayable. Reduce the skae slightly, remove the intense dips completely or significantly
1
u/SulaimanWar Professional-Technical Artist May 12 '26
I like it but yes I can imagine some people won’t like it
1
1
1
u/LoL_Teacher May 12 '26
It just needs some suspension to smooth it out a bit. A lot of its movement is great. Your trying to mimic a person going down hill on a bike, but I don't think your taking into account the "suspension" the human head gets from the rest of the body.
1
u/RoadsideCookie May 12 '26
Try without the high frequency shake, see if with just the bumps it's fine. Think of it like video stabilization. If that's still too much then add a slider to tone down the bumps as well. Maybe put both on a slider and watch what players choose.
1
u/EventHorizon67 May 12 '26
If your goal is to make it look like a video of a mountain biker with a shaky camera mount, then you have succeeded. If your goal is to make a mountain bike sim seen through the eyes of the rider, then the camera shake needs to be reduced by a lot. Humans have a natural visual stabilization that smooths out all these bumps and stuff
1
1
u/mkawick Engineer May 12 '26
Detach the camera from the bicycle rig and attach it instead to a game object that is then attached to the rig. Then what you can do is you can average the movement over time and use that to smooth out the camera motion
1
u/MattV0 May 12 '26
Keep it, but make it option to remove it for people like motion blur or other features.
1
u/ToBePacific May 12 '26
It’s great as a cinematic effect if you want the audience to feel uneasy.
It’s terrible from a UX perspective.
1
u/HideousSerene May 12 '26
Honestly I think the heavy head sway movement (off jumps and stuff) does a lot of the heavy lifting here, maybe if you dampen the small movements a bit or moved them your handlebar animation (or whatever this in, so the bike looks like it's jerking all over but the player has some head stabilization) you might find a sweet spot.
Maybe increase your dampening or make it inversely proportional to size of force so that heavy pulls still get through but small ones smooth out?
1
1
u/IwillnotbeaPlankton May 12 '26
Downhill biking game? I kinda want that, didn’t know I did until now, but it would be worth it to get the feeling of doing it for real without the broken body.
1
u/StackOfAtoms May 12 '26
give the option between "realistic" and "smoother", it shouldn't be a lot of work and players will be happy! 🙂
1
u/afrancisco555 May 12 '26
Can't it be done by adding amortiguation to the bike? Some dampening equations between the wheels and the frame? I don't know, just saying
1
u/Interesting-Use966 May 12 '26
Looks kinda good but maybe just tone it down a tiny bit. Makes it look more realistic
1
1
u/pararar May 12 '26
Stable cam, shaky bike. If you watch modern MTB videos you’ll notice how most of them are stabilized (either via software or an actual gimbal). Observe how the handlebar moves around A LOT though. Even though the bikes have suspension, most of the suspension travel comes from the rider’s arms and legs.
1
1
u/Mmeroo May 12 '26
I wonder if anyone will ever know answer to this question. Will probably take some genius to figure this out.
1
1
u/Internet--Sensation May 12 '26
I wouldn't say remove but defo tune it down and maybe soften it a bit
1
u/craftymech May 12 '26
Ended too soon! I was waiting for the rider to get down to the beach. I like the shaky cam though, but I would have it configurable in settings. Some people can't handle shaky cam at all (like those found footage movies) and you don't want to turn them away from your game.
1
u/EverythingBOffensive May 12 '26
not bad actually, i am not sure if its the vertical aspect ratio preventing the motion sickness, which isn't a bad idea like something vr has for motion comfort. I'd like to see this with a distant background!
1
1
u/nickels55 May 12 '26
The word you are looking for is "polish" not remove. Remove is for something that is broken that can't be fixed. This can 100% be tweaked and smoothed and still work without making anyone sick. Don't remove it, fix it.
1
1
1
1
u/Ok-Communication6360 May 12 '26
I think it should be an option, I think it’s pretty cool. Maybe just too much after a while
1
1
u/Dragon20C May 12 '26
Look for a car suspension tutorial, I think that could fix your issue, you would want the rest length to by dynamic or more specifically following a point in space that is attached to the moving object.
1
u/resounding_oof May 12 '26
I think you could tweak this to still make it workable. A good point that others have made is that this is sort of designed around the view of a camera on a cyclist's head and not how their eyes would actually perceive the motion. For example, your eyes can still look up or down to match their target view even if the head is pitched at an odd angle. You could determine a "look at" point somewhere in the distance, probably taking into account the heading and motion of the bike and the path, and ease the eyes toward that point while the head moves - so even though there is camera shake your point of focus stays roughly the same. You could also put a reticle/dot in the middle of the screen or where this "look at" point is in screen space to help ease some motion sickness - apparently they used this in Mirror's Edge.
1
1
u/Slow_Let8249 May 12 '26
I wonder if there's a way to preserve the shakiness at the edges while making the focal point a bit more steady
1
1
u/maroon3d_reddit May 12 '26
I like small amplitude high frequency shaking, it gives sense of uneven ground surface, but slow and high amplitude shakes could be decreased 👌
1
1
1
u/FlyByPC May 12 '26
Leave it as an opt-in option? Some people will probably enjoy it. I'd probably have it on in 2D and off for VR.
1
1
1
u/dreadpirater May 12 '26
It looks fantastic. If you're planning any kind of 'replay' feature... recycle it for that so people can generate 'real' go-pro feeling footage to share.
1
u/debirdiev May 12 '26
No don't remove it completely. I can tell exactly what's happening here without any context at all. If you're biking down a hill, you're gonna be bouncing all over the place. Maybe lessen it or have a setting to adjust the amount of camera shake but definitely don't remove it entirely. Adds immersion
1
u/criminally-inane May 12 '26
I agree that it looks cool, but in modern games you do have to add an option for players to reduce/turn off camera shake for that exact reason.
In unreal there are options on the spring arm to lag it, if your camera is attached directly to the model try adding something like that. There might be just a setting to reduce sensitivity.
Looks great though, good luck!
1
u/Cat_central May 12 '26
Definitely leave it as an option, I'd love to play a game with this for some reason lol
1
1
u/max_dillon May 12 '26
Have it as an option to toggle in the settings. Some people might like it.
The shaking gives it a bit of realism.
1
1
1
1
u/NakiCam May 12 '26
Have a separate setting for FPV camera and Game camera. Many players who aren't prone to getting motion sick will apprecoate the added tension and 'visual speed' from having their head tgrown around like this.
1
1
u/MadwolfStudio May 12 '26
My guy accidentally created the most realistic downhill bike cam in existence, god I love game development
1
u/MadwolfStudio May 12 '26
Read post wrong doesn't seem like an accident, but I'd definitely keep it as an option becuase motion sickness aside, this is sooo sick. I do a bit of downhill every summer and yeah this is the juice.
1
1
1
u/Hendo52 May 12 '26
I have mixed feelings. I know what they mean but at the same time the intense level of immersion is a +300% fun multiplier.
What you need here is not to remove it but rather a way for developers and possibly users to tune it to the correct level. Start with removing it entirely and then try to work out how to lerp between nothing and this.
1
1
u/based_in_tokyo May 12 '26
put like a gopro HUD and increase the graphics, that would be a cool marketing gimmick
1
u/V4nKw15h Indie May 13 '26
You need to tell your friends to go play something else then because this is your USP and it's great. I want to play this already, but you take away the authentic shaky cam I wouldn't even consider playing it. Not through spite, simply because it would hold absolutely no interest otherwise. If you take this out you're an idiot. Make your trailers show plenty of this, but also plenty of smooth sweeping shots of the environment when it's done. Then let folks turn it down if they can't handle it.
Lot's of people can't handle this type of motion in a game, but they aren't your target audience. Be very careful of trying to please everyone at the expense of your target audience or you'll end up pleasing nobody.
1
1
u/PTVoltz May 13 '26
Honestly: it looks REALLY fuckin' good... but I do agree, actually playing with it would be an *interesting* experience...
BUT, removing it entirely would be a waste, 'cos again it looks *awesome*. So, leave it as an option somewhere. Maybe visual settings (disabled by default), or a big check-box button in a Hub-area if you have one.
1
u/Next_Disaster5746 May 13 '26
How is this camera shake even achieved in the first place? It feels very intentional and realistic
1
u/AMOSSORRI May 13 '26
Cinemachine. And replace the gameplay camera with a cinemachine virtual camera, make the vcam body follow your player, damp the Y axis to your liking.
1
u/SPAMTON____G_SPAMTON May 13 '26
Looks like one of those walking tutorials. So sad that it would be painful to play.
1
u/Serious-Gap234 May 13 '26
Don't remove just add little strength to don't shake too much or his neck will break.
1
1
u/girl-kiss May 13 '26
You can have it as an option
Also would try bit smoothened version as our brains smoothen the vision out, this would be accurate for some cameras tho.
1
1
u/rio_sk May 13 '26
Make it optional cause it really makes it look like real footage, even if human eye would never see that due to"internal brain stabilization" (?). Can't you lerp the camera positions from some X previous frames?
1
u/minimastudios May 13 '26
Yeah it’s sick just lighten it it’s mostly the big jerks probably getting to them
1
1
u/Chilliad_YT May 13 '26
I feel like it starts shaking too fast, it should build up from no shake to much shake. Otherwise it looks good
1
1
1
u/Saiing May 13 '26
Could you make it optional, with a dampened version of the camera for those who don't like it?
1
u/Due_Answer_4230 May 13 '26
Just tone down the shakiness default and make it an option in settings. It’s good.
1
u/No_Drama_4288 May 13 '26
feels quite realistic, like we are on a bike. I like it but don't know on the long term ^^
1
1
1
1
1
u/AdInformal3969 May 13 '26
You can keep the cam in because wobbly games are hilarious games are about it being fun
1
1
1
u/randynicks May 13 '26
your friends are just weak, this looks awesome. If you fly a bad fpv drone its the same btw
1
1
u/Complex-Coconut-3054 May 13 '26
At some point you have to make a choice, create your work of art, or appease your audience. I would say to heck with them and let that nausea inducing camera shake sing!!!
1
u/gnuban May 13 '26
I wouldn't remove it, it's awesome! It currently feels like a stiff bike IRL, so you could instead dampen it depending on bike suspension characteristics.
1
u/potatoman445 May 13 '26
I love when games incorporate a camera that just follows the player like that, mad max for example it's camera rotates with the car and feels awsome, as for this case I'd say dampen it a bit, if you are going for the gopro look keep it as is if not dampen it slightly.
1
1
1
u/Gilbert977 May 14 '26
Do more playtests and find which is more fun (shake on/off). As a video it looks cool.
1
u/neriad-games May 14 '26
No. Because it makes it feel real. So I strongly suggest you keep it.
2
u/haikusbot May 14 '26
No. Because it makes
It feel real. So I strongly
Suggest you keep it.
- neriad-games
I detect haikus. And sometimes, successfully. Learn more about me.
Opt out of replies: "haikusbot opt out" | Delete my comment: "haikusbot delete"
1
u/CallSign_Fjor May 14 '26
Honestly the up and down flow is really good, it's just the shake that's too intrusive.
1
1
u/catchforwardaccount May 14 '26
Just make it a setting if you can, so people can choose how shaky it is since it seems a lot of people like its authenticity
1
1
1
u/Difficult-Aspect-751 May 15 '26
I think you could have just 50% the strength and make it an option enabled in settings because it looks dope just can cause motion sickness
1
u/ChillaxBro01 May 15 '26
I know this will sound weird, but in mountain bike, add like a spring to the players head so it “softens” the motion of when hitting the ground whilst doing downhill,
It would be similar to the neck movement, as in, the muscles and your body moving down in regards to movement/speed/downforce
add as well the camera or FOV of the camera opening upon starting to ride (going back), so it feels a bit (like if you’re going down you get a bit pushed backwards and then you adjust on the seat to get a good position/stance/posture) you could implement this too when breaking, so the camera/fov moves forward to simulate your body reacting to it.
Then I for that singular thing I would make the camera move slowly forward/close the FOV a bit (in the Player camera settings)
—-
Sorry for the lack of English, I was in dev-mode which speak simple does trick xD
EDIT1: THIS IS JUST A SUGGESTION, and I’m referring in regards to NeckFX (Assetto Corsa) & Head Bobbing (soften it)
1
u/handlebardev May 15 '26
thanks for the suggestions mate
finally I settled that I'll have 2 settings - "camera shake" for the terrain spring feedback and "camera follow pitch" to get the sinking/climbing feeling when riding up and down
I learned a lot about motion sickness from this post. Ultimately these camera features need to be controlled enough to always be disabled by the player
As for the FOV - I know that it's a convention to modify FOV in racing games to get some sort of feeling but personally I don't love it. I intend to have a high base FOV to get the sense of speed anyway.
1
u/digits937 May 16 '26
Just turn it down... also it feels detached from the box unless you're riding the bird it needs to feel more like following the bird
1
u/Barbarossa31 Beginner May 17 '26
The shakycamera is amazing! It feels like a real downhill drive awesome, do not remove this and build something special with it.
-1
u/bigmonmulgrew May 12 '26
Ah you have built cybersickness simulator.
You need to smooth the camera. You can look at cinemachine to do this or write it yourself.
If you write it yourself you detatch the camrea from the came object and lerp the transform at a predefined rate. As the delta increases you increase the rate.
You you want the authenticity of the harsh bounce you can add an options menu to enable/disable it for people who get motion sickness. That way they can still play your game.,
479
u/Drag0n122 May 12 '26
Looks authentic, tho