17 · Combat · 2D and 3D

Hit stop

Freeze for a blink when a hit lands.

When a hit connects, freezing the attacker and the target for a few hundredths of a second makes it feel like the weapon met something solid. Without it, swords pass through enemies like paper. It is tiny, but players feel its absence immediately.

←→ moveF or Space attackS hit stop on/offTap the scene to attack, ◀ ▶ to move

Try this: Land a few hits with hit stop off, then switch it on and hit again. Push the slider to 200 ms to see it exaggerated.

Hits 0

Attack when the slime is close.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Add hit stop: when a hit lands, freeze the attacker and the target (animation and movement) for 0.06 s, longer for heavy hits, while UI, sound and particles keep running, and never stack freezes so a multi-hit attack cannot lock the game.

42 words · one sentence to paste as is

Where it's used

Common mistakes

Freezing the whole game including UI and audio, adding freeze times together so combos lock the game, freezes so long (over 0.2 s) that controls feel laggy, and counting the freeze in frames so it changes with frame rate.

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