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 zone — LeftHand, 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.