--- id: wiki-2026-0508-kick-back-system title: Kick-back System (Gun Recoil Pattern) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Recoil System, Gun Kick, Weapon Feedback] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [game-design, fps, weapon-feel, game-feel] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: csharp framework: Unity --- # Kick-back System (Gun Recoil Pattern) ## 매 한 줄 > **"매 weapon kick은 매 visual displacement + 매 control penalty + 매 audio impact의 multi-layer composite — 매 한 layer만으로는 'feel' 안 남."** Battlefield (DICE), CSGO (Valve), Destiny (Bungie), 매 best-in-class FPS 모두 매 procedural recoil pattern + 매 view kick + 매 weapon model kick + 매 controller rumble + 매 audio = 5-stack feedback. 매 2026 perspective에서 매 The Finals (Embark, 2023), MW3, Marathon (Bungie 2026)이 매 latest sophistication. ## 매 핵심 ### 매 layer composition - **Camera kick (view kick)**: 매 player의 aim point가 vertical + horizontal random pattern으로 displacement. - **Weapon model kick**: 매 first-person weapon mesh가 backwards + slight rotation으로 animate. - **Crosshair bloom**: 매 reticle expansion → 매 next shot accuracy degrade. - **Recovery curve**: 매 trigger release 후 view returns to initial aim point (CSGO 의 매 80% recovery vs CoD의 매 100% recovery). - **Audio kick + rumble**: 매 sub-bass thump + controller haptic. ### 매 pattern types - **Random spread**: 매 cone bloom — 매 oldschool (Quake 1996). - **Recoil pattern**: 매 deterministic curve (CSGO AK-47 의 매 famous "spray pattern" — 매 player가 memorize하고 counter-pull로 cancel). - **Mixed**: 매 deterministic core + 매 random jitter (CoD MW2019+, Apex Legends). ### 매 응용 1. **CSGO AK-47 spray**: 매 7 vertical + 매 그 후 horizontal sway — 매 pro player는 매 muscle memory로 30 round 모두 head height에 lock. 2. **The Finals (2023) gadget recoil**: 매 sledgehammer charge attack의 매 reverse-kick (forward lunge displacement). 3. **Destiny 2 Stability stat**: 매 weapon stat 'Stability'가 매 visual kick magnitude + 매 horizontal randomness 매 percent reduction. ## 💻 패턴 ### Multi-layer recoil controller ```csharp public class WeaponRecoil : MonoBehaviour { [SerializeField] AnimationCurve verticalKick; // x: shot index, y: degrees up [SerializeField] AnimationCurve horizontalKick; // x: shot index, y: degrees lateral [SerializeField] float recoveryRate = 8f; // degrees/sec back to aim [SerializeField] float cameraKickFactor = 0.7f; // 매 camera는 weapon보다 less [SerializeField] float weaponKickFactor = 1.0f; Vector2 currentRecoil; Vector2 targetRecoil; int shotIndex = 0; public void OnShoot() { float v = verticalKick.Evaluate(shotIndex); float h = horizontalKick.Evaluate(shotIndex); targetRecoil += new Vector2(h, v); shotIndex++; ApplyCameraKick(v * cameraKickFactor, h * cameraKickFactor); ApplyWeaponKick(v * weaponKickFactor, h * weaponKickFactor); TriggerHaptic(); } void Update() { currentRecoil = Vector2.MoveTowards(currentRecoil, targetRecoil, Time.deltaTime * 120f); targetRecoil = Vector2.MoveTowards(targetRecoil, Vector2.zero, Time.deltaTime * recoveryRate); if (Time.time - lastShot > 0.3f) shotIndex = 0; } } ``` ### Crosshair bloom ```csharp public class CrosshairBloom : MonoBehaviour { public RectTransform crosshair; float currentSize = 1f; float targetSize = 1f; public void OnShoot() => targetSize = Mathf.Min(targetSize + 0.3f, 3f); void Update() { targetSize = Mathf.Lerp(targetSize, 1f, Time.deltaTime * 4f); currentSize = Mathf.Lerp(currentSize, targetSize, Time.deltaTime * 12f); crosshair.localScale = Vector3.one * currentSize; } public float CurrentSpreadAngle => (currentSize - 1f) * 5f; // degrees } ``` ### Hipfire vs ADS modulation ```csharp public float GetRecoilMultiplier(WeaponState state) { return state switch { WeaponState.Hipfire => 1.4f, WeaponState.ADS => 0.7f, WeaponState.Crouch => 0.85f, WeaponState.Move => 1.6f, _ => 1f, }; } ``` ### Deterministic spray pattern (CSGO style) ```csharp // 매 first 7 shots = vertical, 매 then horizontal sway static readonly Vector2[] AK47_PATTERN = new Vector2[] { new(0f, 0f), new(0.1f, 1.2f), new(-0.05f, 2.1f), new(0.08f, 2.8f), new(-0.1f, 3.4f), new(0.15f, 3.9f), new(-0.2f, 4.3f), // 매 sway phase new(0.6f, 4.5f), new(-0.7f, 4.4f), new(0.8f, 4.3f), new(-0.9f, 4.2f), new(1.0f, 4.0f), /* ... */ }; Vector2 GetKick(int shotIndex) { int i = Mathf.Min(shotIndex, AK47_PATTERN.Length - 1); return AK47_PATTERN[i]; } ``` ### Haptic + audio coupling ```csharp public void TriggerHaptic() { Gamepad.current?.SetMotorSpeeds(0.4f, 0.7f); Invoke(nameof(StopHaptic), 0.05f); audioSource.PlayOneShot(gunshotClip); cameraShake.Shake(0.2f, 0.04f); // 매 magnitude, duration } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Competitive FPS (skill expression) | Deterministic pattern (CSGO 식) | | Casual / accessibility | Mostly random + small kick | | Realism sim | Larger kick, slower recovery | | Mobile FPS | Reduced kick — 매 small screen에서 kick 너무 크면 매 disorient | | VR FPS | 매 minimal camera kick (매 motion sickness) | **기본값**: 매 5-stack composite (camera + weapon + bloom + audio + haptic). 매 single-layer kick은 매 cheap-feel. ## 🔗 Graph - 부모: [[Game-Feel]] · [[FPS-Design-Fundamentals]] - 변형: [[Recoil-Pattern-Memorization]] · [[Weapon-Stability-Stat]] - 응용: [[CSGO-Spray-Control]] · [[Destiny-Weapon-Stats]] - Adjacent: [[Camera-Shake-Patterns]] · [[Haptic-Feedback-Design]] ## 🤖 LLM 활용 **언제**: 매 weapon stat tuning 시 LLM에게 매 reference weapon (AK-47, M4A1, MP5) 의 매 standard recoil parameters 요청 — 매 starting baseline 제공. **언제 X**: 매 final feel tuning — 매 pure subjective, 매 playtester가 매 직접 시행. ## ❌ 안티패턴 - **Camera-only kick**: 매 weapon model이 매 안 움직이면 매 player 손에 무기 들고 있는 feel 안 남. - **Recovery 100% with no skill**: 매 every shot이 매 perfect aim으로 돌아오면 매 skill ceiling 없음. - **Random-only spread**: 매 player가 learn할 수 있는 게 없으면 매 mastery feel 없음. - **No audio coupling**: 매 visual kick 있는데 매 audio가 weak하면 매 disconnect. ## 🧪 검증 / 중복 - Verified — Mark Brown "Game Maker's Toolkit: Game Feel of Weapons", Steve Swink "Game Feel" (2008), DICE GDC 2014 "Frostbite Weapon System". - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — multi-layer composite recoil, deterministic vs random pattern, full Unity controller |