◻️Aim At

Overview

◻️ Aim At

Overview

Aim At is an animation modifier that rotates selected bones so the character can look at (or aim toward) a target in world space.

You can align a single bone precisely (such as a head or weapon bone) and optionally add support bones to distribute the rotation through the body.

Aim At properties.
  • Aim Bone: The primary bone that must align to the target as accurately as possible (for example, a head or gun bone).

  • Support Aim Bones: Additional bones that also rotate toward the target to help carry the motion (for example, spine or neck bones).

  • Forward Axis: The local “forward” axis of the Aim Bone (the axis that should point at the target).

  • Max Aim Distance: Cancels aiming if the target exceeds this distance.

  • Max Aim Pitch Angle: Disables aiming if the required pitch rotation exceeds this limit.

  • Max Aim Yaw Angle: Disables aiming if the required yaw rotation exceeds this limit.

  • Aim At Smoothing: Interpolation speed for aiming; higher values converge faster.

Use-cases

Use Aim At to make NPCs (or player characters) look at or aim toward a point of interest in the game world. This modifier is typically driven by the Aim At component, which you add directly to the character.

Aim At component.

Add the Aim At component to your character, assign the target Transform, and toggle the feature in code as needed. You can also drive aiming by setting a target position directly at runtime.

Bones

Bone settings.

Aim Bone is the main bone that points at the target. This is commonly the head or weapon bone, but any bone can be used if it represents the direction you want to align.

Support Aim Bones are typically spine (and/or neck) bones. Use them to distribute rotation across the chain so the motion looks natural and does not hinge on a single joint.

Other

Forward Axis must match the local forward vector of your chosen Aim Bone. Before running the game, select the bone and identify which local axis represents “forward,” then enter that value.

In our example, the head forward axis is (0f, -1f, 0f).
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Max Aim Distance limits the effective aiming range (default: 100 units).

Max Aim Pitch and Max Aim Yaw constrain rotation. If the target would require rotation beyond these thresholds, aiming is cancelled/disabled.

Aim At Smoothing controls responsiveness. Higher values feel snappier; lower values feel more damped. A typical starting point is 8, then adjust based on gameplay needs.

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