Help with Creating a Professional Grab System + Graphics Improvements

Hello everyone,

I’m currently developing a 3D horror game using GDevelop, and I’m trying to build a professional grab system (picking up and throwing objects) that feels smooth and realistic. I want it to be somewhat similar to the interaction style used in Poppy Playtime, especially in terms of:

  • Stable object positioning in front of the camera (no shaking or jitter)
  • Realistic physics when moving or throwing objects
  • Adjustable grab distance and weight depending on the object
  • Smooth transitions when picking up and releasing items

Currently I’m using Raycast + Physics3D, but I feel the system still needs better structure and optimization.

I also have some questions about improving the graphics quality:

  1. Is it possible to significantly enhance lighting and materials inside GDevelop to achieve a darker and more cinematic horror atmosphere?
  2. Can I use Normal Maps with 3D models, and if yes, what is the best workflow to apply them?
  3. What post-processing effects are recommended for horror visuals (fog, bloom, color grading, etc.)?

Any tips, explanations, or example projects would be really great and highly appreciated. Thanks in advance!


Hi! Ok, so I know some of the concepts for more advanced grab systems, do you have a screenshot of the grab events you could add so I could see what you’ve got? Chances are we can build off what you have. (I could also show you the basics of adding PBR materials in blender if you want more realism in your objects)