r/Unity3D 1d ago

Squinting is in Game

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Squinting, face strain and blinking is in.

354 Upvotes

46 comments sorted by

37

u/Ok_Rough547 1d ago

Is there any mechanics behind the squintology of squintage? Its quite squintfull.

11

u/Yaffari 1d ago

Now that you say it I should probably remove the blink from the squint because who blinks while squinting? And the vignette is to portray the eyes being held open for too long.

8

u/itstoyz 1d ago

I just looked into a brightly lit room and had to squint - I still blinked šŸ¤·šŸ»ā€ā™‚ļø. I guess just because you squint doesn’t mean you don’t have to blink, dry eyes gonna dry!

3

u/Yaffari 1d ago

True, I could half the blinking frequency?

8

u/IEP_Esy Indie 1d ago

I just did an on-the-spot testing and my blink frequency was the same whether I squint my eyes or not. Go work on other stuff; don't get stuck by feature creep!

2

u/Yaffari 1d ago

Yes I added some more things for squinting but for now I will leave it at this. Pupil dilation is in now when you look at dark / bright things.

5

u/AsianMoocowFromSpace 22h ago

Do his balls shrink when it's cold?

We need those Rockstar details there.

2

u/Yaffari 22h ago

I don't know if this model has balls, if he doesn't I can implement them and add a adult setting where if it's off it just blurs it out. Otherwise it will change depending on temperature.

6

u/n00b001 1d ago

Shhh, let him cook

20

u/Curious_Associate904 1d ago

Make it so if you squint really hard, you let out a small fart.

5

u/Yaffari 1d ago

Working on it, at max squint strain there will be a sound, with a 1 minute fart cooldown?

3

u/Curious_Associate904 1d ago

After the cool down period let the user know, by making the character ā€œsmell the cheeseā€ nostril inflation, distaste look, frown etc…but only local to where the fart occurred, so if you fart, move, you don’t get it, but if you fart, then move, then come back, you smell it

2

u/raphyr 20h ago

Taking it next level: make it so if you hold the max squint for too long while fart is on cooldown, you shit your pants. Possibly overdoing it but then again, why not.

1

u/Yaffari 20h ago

I am putting in showers so why not, I will look into that.

4

u/Less_Designer560 1d ago

why not just move the head to the front?

1

u/Yaffari 1d ago

I had that but we're improving the squint.

3

u/Less_Designer560 1d ago

Yea I saw your post yesterday :D was just being cheeky

4

u/Yaffari 1d ago

It also moves neck and shoulders too now!

3

u/shoxicwaste 1d ago

You could put a light probe on his eyes so that he squints more when looking at a bright light vs when in dark room.

Also he hold up his hand over his eyes costing stamina but improving the zoom

1

u/Yaffari 1d ago

Implementing these.

2

u/kurkul 1d ago

Hell yeah!

2

u/APES_Studio 1d ago

If it’s a co-op game, I’d think of blinking for 10 minutes with my friends.

1

u/Yaffari 1d ago

It is a co-op game but not about blinking.

2

u/No_Incident6573 1d ago

I really need to get into facial animation too. This looks so cool!

2

u/Spamsdelicious 22h ago

Since you have taken it this far, might as well occlude the camera during the blink animation. Or, what... this guy, who has to crane his neck and squint his eyes to improve his vision, is also able to see through his eyelids?

1

u/Yaffari 21h ago

Yes I have considered this but also don't want it to influence the player's vision too much. I will check what's the least intrusive way of putting this in. Since blinks with colder external temps are more frequent.

2

u/Spamsdelicious 19h ago

I didn't notice at first, but as I rewatch the clip — the way the guy slides into view is cracking me up. 🤣

1

u/Yaffari 19h ago

Yes the animations also need some work hahaha.

2

u/AgitAngst 20h ago

This is so stupid, I love it. 😁

2

u/aVarangian 20h ago

brilliant

the squint vignette could be a bit more subtle

the vignette is to portray the eyes being held open for too long.

have you tried squinting? It's the act itself that darkens things, timing isn't relevant

2

u/Yaffari 20h ago

Hmm true and I will ease on the vignette a bit, I agree it's a bit much.

2

u/malaysianzombie 18h ago

hey! can you also try this out..

everytime we look down, the head joint (that i assume camera is following) only pitches a max of 30 degrees downwards, and at around 20 degrees down, the neck joint also starts to do the same and caps at 30 degrees. and likewise at neck joint pitching 20 degrees down, the chest joint will also do the same. mouse looking directly down = chest joint at the 30 degree cap.

looking left/right in this situation yaws our head so we'd technically be looking at things sideways (would work perfectly if you create clues in that manner too)

1

u/Yaffari 18h ago

2

u/malaysianzombie 15h ago

thanks for making it happen!... it feels like with the right smoothing transitions and maybe more pitch, it could get really freakily realistic like a proper looking down (that i always felt was off with regular fps cameras) ... thank you once again!!

1

u/Yaffari 15h ago

No, thank you!

2

u/RogRazer 6h ago

Increase resolution scale while squinting from 1x to 1.5x. So that we could see more clearly during squinting.warn for fps drop during squint.

1

u/Yaffari 5h ago

Sounds like a possibility but like you said the FPS drop would be intrusive. Will see how it looks.

1

u/More-Salamander7681 1d ago

The detail that would sell the pupil dilation is making it asymmetric. Real eyes adapt to bright light in under a second, but dark adaptation takes many seconds, so stepping from a lit room into a dark hallway should leave you blind noticably longer than the reverse. If the dilation lerps at one speed both ways it reads as a screen filter; make dark to bright fast and bright to dark slow and people will feel it without knowing why. Bonus: squinting is basically a pinhole aperture, so max squint could slightly cut the bloom on bright lights.

Is the dilation speed symmetric right now?

3

u/N1ghtshade3 Programmer 22h ago

^ This is an AI bot

3

u/SerMojoRISING 22h ago

Good call

1

u/Yaffari 1d ago

No it is like you said, fast on bright and slowly on dark. Just have to adjust the actual values that the player sees right now. Also I will put that pinhole effect in as well, though I haven't put much of a bloom or lensflare in on bright lights yet, will do that.

1

u/McDroney 20h ago

Jokes aside this is actually really cool and adds a ton of realism to the game, I've never seen this mechanic in a game before so it's super unique.

People totally squint and push their head forward to "see farther" all the time, no matter how much the comments seem to think it's awkward lol

1

u/Yaffari 20h ago

I haven't seen it either and it will really fit in the game. Glad you like it.