Knockback / Recoil
Jolting a character or weapon backward the instant it deals or takes a hit.
Examples
Captured from this page's own interactive demo below.
Overview
Knockback physically displaces the target (or the attacker, as recoil) a short distance the moment a hit connects, then eases back or comes to rest — instead of both parties staying rooted in place while only a health bar changes.
It works for the same reason hit stop and camera shake do: real impacts transfer momentum, so a hit that doesn't move anything reads as weightless. A visible push sells that force was actually exchanged.
Knockback on the target reads as damage/impact; recoil on the attacker (a gun kicking back, a sword's follow-through) reads as power in the attack itself — they're the same technique aimed in opposite directions.
Interactive Demo
Use Cases
Best Practices
Do
- ✓Ease the return to rest (don't snap back instantly) so the recovery reads as physical, not teleported.
- ✓Scale distance with the hit's weight, and cap it so heavy knockback can't push a target through geometry.
- ✓Briefly disable the target's normal input/AI control during the knockback so it doesn't fight the motion.
Don't
- ✕Don't apply full knockback to every trivial hit — reserve larger pushes for meaningful blows.
- ✕Don't let knockback stack additively from rapid multi-hits without a cap; it should clamp, not launch the target off-screen.
- ✕Don't skip collision checks during the knockback move — it shouldn't clip through walls or other entities.
Common Mistakes
- ⚠Moving the target with a raw position set instead of through the physics/collision system, causing clipping.
- ⚠Using the same knockback distance regardless of the recipient's size or weight class.
- ⚠Forgetting recoil on the attacker's side, so only the receiving end of a hit ever feels it.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "Knockback / Recoil" game-feel effect to my project: Jolting a character or weapon backward the instant it deals or takes a hit.
How it works: Knockback physically displaces the target (or the attacker, as recoil) a short distance the moment a hit connects, then eases back or comes to rest — instead of both parties staying rooted in place while only a health bar changes.
Guidelines:
- Ease the return to rest (don't snap back instantly) so the recovery reads as physical, not teleported.
- Scale distance with the hit's weight, and cap it so heavy knockback can't push a target through geometry.
- Briefly disable the target's normal input/AI control during the knockback so it doesn't fight the motion.
Avoid:
- Don't apply full knockback to every trivial hit — reserve larger pushes for meaningful blows.
- Don't let knockback stack additively from rapid multi-hits without a cap; it should clamp, not launch the target off-screen.
- Don't skip collision checks during the knockback move — it shouldn't clip through walls or other entities.
Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.References
Related Effects
Hit Stop
Freezing the action for a few frames right when a hit connects.
Camera Shake
Briefly jolting the camera to sell weight, impact, or danger.
Trail
A fading streak left behind a fast-moving object to make its motion readable.
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