I dont know if this is the right forum, but i want to make a jumpscare and i dont know how to do it like the big games like devour cause in the internet there just some box colliders
Box collider set to a trigger, player enters, trigger jumpscare.
Your question is so generic that it’s not possible to help you. But I’m sure if you search for horror or jumpscare tutorials you would find some things to get you started.
Here’s a great place to start.
i tried i have something like this built in, but this is not realy what i want
By “not realy what i want”, are you refering to the method of triggering the jumpscare, or workflow of placing trigger boxes? There really aren’t many options for triggering events via position, and trigger areas are the simplest.
“Jumpscare” implies a first person point of view(POV), though it helps to be specific about POV for anything camera related, for as little confusion as possible.
You have not stated the full result of what you want, vague, which leaves your readers and replyers to their assumptions to fill the gaps. If your area of doubt is after stepping into the trigger, wrestling control from the player to play an animation “jumpscare”, complete with camera movement and quicktime events to escape, then those are several topics which replyers can try to break down to help you conceptualize at the very least.
That’s no more helpful then your first post.
Saying “I want a jump scare, but not like what I’ve found.” is like saying, “I want to get lunch, but not at the places I looked at.”
We don’t know what you want or what you’ve looked at. You need to break it down, lay out your own steps, and then you can piece it back together. This can help you build your own jump scare.
Note that most features aren’t simply the “jump scare” feature, for example. It’s the parts that make it up that are important. Like playing the audio, how you want it triggered, what happens when it’s triggered, etc.
So if what you find doesn’t match what you want, then you need to build what you want from pieces and put it all together.
what i wanna do is like the big horror games if you look at games like devour (created in unity) all i find on the internet is with trigger boxes. It helps for a few sections but is not necessarily important for what i wanna do. i want the Character to apear in front of you when it catches you, but there no tutorials on that so therefore i would like some help if i can get some
Are we looking on the same internet?

These all work with box collider and thats not really helpfull for me. i wanrt like the character apears in front of you
Unless you describe this behavior you want in greater detail, the advice you are gonna get is not going beyond enabling a gameobject when a trigger collision is detected, and disabling the gameobject after a fraction of a second
i dont really know what you want me to describe, but i want to make a jumpscare how you already know, when my monster catches the player i want it to apear in front of the player and actually do the jumpscare maybe with a video source i really dont know
That right there is another problem, there are a variety of jumpscares, from “Spooky’s jumpscare mansion” to “Five nights at Freddy’s”(FNAF).
Even using both of those examples, the jumpscares work differently due to player controls
- Spooky’s jumpscares are simple and work on the player colliding into a space, spawning a picture which is hopefully in view of the player. The game has little control over the camera, and the scare is not a guarantee, though this is made up for with quantity and an increasing amount of disturbing imagery.
- There is no movement control for FNAF, so its jumpscares depend on being on the wrong screen at the wrong time. The game has complete control over the camera. The lack of control the player has over the game draws out the tension. FNAF only needs one jumpscare, the one that ends you.
None of what I’ve said are rules, just observations. I’m not even a fan of horror games, much less the ones with cheap jumpscares. In anycase, the effectiveness of jumpscares begin with the camera, which depends on the player controls and point of view(POV)
If you haven’t thought of any of that, start doing so. As long as you continue to not know what you want, in specificity, no one can help you. Finding a video example closest to what you want would be better than absolutely nothing.
yeah like fnaf or if oyu look at devour you can see good but ive one idea to make it with a collider in the mob and them´n trigger
With regards to your “one idea”, I have no clue what you mean, let alone what you are picturing.
As I tried to say, jumpscares begin with the camera, and depend on player controls. You need to let us know what the player’s POV is, and what are the game controls, or what actions the player can they take, specifically what leads to what your definition of jumpscare.
Break down step by step for us, what happens in your idea to lead to your definition of jumpscare.
ok first of you add a box collider to a entity you want the jumpscare to be on
then if it comes close the box collider will be triggered
I meant in terms of what happens in gameplay.
How does that differ from what I and everyone else suggested.
that was not what i usally intendet to do ill watch if it works
but still i dont know if the jumpscare should run over a animation