

If true, the left small motor will be used to play the effect. If true, the left large motor will be used to play the effect. For example, if there are 3 channels and the last key in each is at 1.25, 1.5, and 1.75, then the duration for the overall effect will be 1.75.Įach channel has the following properties that control how the effect for the channel is played. The duration of the force feedback effect will be calculated automatically, based on the position of the last key in the curves for all channels. This curve can be edited here with right-click, or the internal curve editor can be opened by double-clicking in the curve's graph.įor information on Curves, Keys, creating external Curve Assets, and using the Curve Editor, check out the Curve Editor and Keys and Curves pages. The pattern of the effect for each channel is controlled by a curve. For instance, one channel could play a large, long vibration on the right side of the controller, while a second channel could play small, short bursts on the left side. This enables designers to customize the force feedback to each situation it is used in.Įach Force Feedback Effect can have multiple channels, each of which can play a different effect. This includes iOS (as of 4.10), Android, and controllers.Ī Force Feedback Effect Asset contains the properties used to define a specific force feedback effect. Once implemented, Force Feedback will work on all platforms where it is supported. A simple example is when an explosion occurs in the game and force feedback is used to simulate the shockwave, which gives an additional dimension to a player's immersion. Sometimes being called "rumble" or controller vibration, Force Feedback refers to the vibration of a device (such as gamepads or controllers), often being used in games to convey a force occurring in the game to the player.
