Unity 3d: Dizzy turning.

Alright, my video game is a first person game, without guns. So since there is no guns, I thought I would make things more realistic. Get out of your chair right now, and spin around 5/7 times. You see how its kinda giving a weird wind effect? Well, is there a way I can put this into my game?

I didn’t get out of my chair to spin, because I thought the other guys at my office would think that was kind of weird. :wink:

But I know the effect you’re talking about. It’s a visual distortion combined with a broken sense of balance. I think you could achieve something convincing if you combine motion blur with a camera tilt, and maybe implement a temporary tendency to rotate the character to the side when he walks.

Take a look at motion blur here:

http://unity3d.com/support/documentation/Components/script-MotionBlur.html

This looks good and is by far the easiest way to do it, but it requires Unity Pro.

Be careful about “realism” like this. The human visual system does all sorts of tricks to give the final perceived imagery. You need to model that final imagery, which often has little relation to physical reality.

For example, should you blur all but the middle 5% of the screen? That’s all we actually see clearly in our fovea. Everything else is extrapolated and approximated… and as soon as we look elsewhere, that other place isn’t blurry…

Normally, when you pan and tilt your head, your eyes track a series of fixed points in order to keep an image that is not motion-blurred, your brain then tweens the transition (taking into account the orientation of your head), to give you the impression of a smooth blur-free transition.