Best approach to deadzone aiming?

Hey there. I’m currently in the works of making an FPS game and really want a Red Orchestra 2 style deadzone aim. However, I wouldn’t know where to start!

I’ve tired messing around with it myself, but end up just making a hash of the controls and have to start again. I’ve tried making a deadzone with an animation and apply the controllers pitch and yaw to it to some degree of success, however I then had the issue of the character not rotating properly after going pass the deadzone.

I’m assuming the best way is via a deadzone aimspace but wouldn’t know how to build the controller to fit.

Any input is good input :slight_smile:

Cheers, .

I’ve been trying this as well, and found much the same issues. I’d really like to see a good answer for this. Deadzone aiming is VERY important for VR development, as HL2 has demonstrated. It’s a great way to aim without nausea in virtual reality.