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Game development glossary

Aim assist

Aim assist helps players hit what they meant, by treating targets as bigger, picking the most likely target or letting an action cover an arc.

Also called forgiving aim, target assist, soft lock.

Aim assist covers the small ways a game forgives imprecise input. It matters most for actions players repeat thousands of times, where missing the obvious target makes the whole game feel clumsy, and for controllers, which aim less precisely than a mouse.

How does forgiving aim work?

Treat the pointer as bigger than it looks, so brushing the edge of a target counts. When the pointer is between things, or there's no pointer at all, pick the nearest reachable target in the direction the player is facing. Keep the current pick a little sticky so it doesn't flicker, and let an action cover an arc so the exact target matters less.

Aim assist in Mytheria

Gathering forgives a lot. The pointer counts as touching a tree within 19 pixels of its picture. Without a pointer, the game picks the nearest reachable thing within 60 degrees of your aim, and a new tree has to be clearly better before the pick changes. An axe sweeps 100 degrees and hits everything inside the arc, a pickaxe 70, and the best axes 125. Once a swing starts, its target and direction stay fixed until it lands.

Holding the gather key beside three birches in Mytheria: each swing hits all three, and on the third they fall together The full post, with clips and demos Forgiving aim: gathering that finds what you meant

Mytheria

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