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Haptics

Make interactions felt — a click when a button is pressed, a kick when a gun fires, a rumble while a lever moves. Haptics play on the controllers today and are built vendor-neutral, so a haptic vest, gloves, or suit can plug in later and feel the same events. Haptics are client-local: only the player whose body it is feels them, and nothing goes on the wire.

No-code: the Haptic Feedback component

Drop Haptic Feedback (Social Scape/Haptic Feedback) next to an Interactable and pick a clip for each event:

Field Fires when Default
On Grab the object is grabbed Click
On Use the object is used (a Press, or a script OnUsed) Shot
On Hover the reticle/hand hovers it None (off — avoids buzzing on every glance)
Scale multiplies the clip strength (0–1) 1

Clips

Each clip is a tuned amplitude + duration, so you pick by feel, not numbers:

Tick (faint) · Click · RumbleLow / RumbleNormal / RumbleHigh · Shot · ShotBig · ShotBigger · Slide · Explosion (strongest).

Zones

An event targets a zoneLeftHand, RightHand, BothHands, Chest, Back, Torso, LeftArm, RightArm, or FullBody. Controllers only buzz the hands; a connected vest maps chest/back/arms/full-body to its actuators. Positional events (a nearby explosion) route to the nearest actuator, falling back to the hands.

Examples

A gun that kicks

On your grabbable gun (Weapon / Interactable), add Haptic Feedback, set On Use = Shot (or ShotBig for something heavier). Every shot thumps the firing hand.

A satisfying button

On a Press interactable, add Haptic Feedback, On Use = Click. The player feels the press land.

Vibration is a per-player setting

Players have a master haptics strength (including off) in their settings — your clip strength multiplies it. Design for feel, not force: reserve Explosion/ShotBigger for genuinely big moments.

Vests, gloves, and suits

Support for full-body haptic hardware (bHaptics, OWO, gloves, rumble pads) plugs into the same events through a vendor-neutral output — so a world you build for controllers today gains chest/back/limb feedback automatically when a player connects a suit. You don't do anything different; you just author the events.