Gameptics (Game+Haptics) is a lightweight cross-platform haptics toolkit for Unity. Author haptic signals and sequences with duration, intensity and sharpness, then play them on iOS and Android.Gameptics (Game + Haptics) is a lightweight cross-platform haptics toolkit for Unity. It lets you design tactile feedback as reusable Signals and Sequences (duration, intensity, sharpness, plus optional curves) and play them on iOS and Android with automatic device-aware fallbacks.API DocumentationHighlightsCross-platform by defaultiOS (10+ and iPhone 7 or newer) and Android (5.0+)Automatically adapts to what the device can actually doSafe fallbacks on unsupported devices (no crashes, no surprises)When advanced haptics are not available, it still uses regular vibrate-style feedback where possibleAuthoring that stays consistent across platformsSignals: duration + intensity + sharpnessOptional intensity and sharpness curves over time for richer patternsSequences: chain multiple signals with per-step delays for crisp rhythms, UI feedback, combos, warnings, celebrations, and moreGreat for everything from subtle taps to stronger vibrate patterns for impacts and alertsSimple, practical controlOne manager entry point for playbackGlobal enable/disable toggle (with optional PlayerPrefs persistence)Built-in cooldown to prevent haptic spamOptional cancel-previous behavior so new feedback can interrupt the old oneStop playback instantly when you need toEditor-friendly workflow (fast iteration)Gameptics Preview window to prototype a signal or a sequence quicklyReorder sequence steps and tweak timings without frictionEditor preview with a buzz-like audio demo so you can iterate even without a deviceCopy tools to move patterns into your project instantly:C# expression (paste into code)JSON (store/share patterns)Inspector-ready clipboard data (paste directly into compatible fields)Included presetsSelection - A subtle, short tap for UI interactions. Designed to feel responsive without becoming annoying when used often.Success - A clean double pulse for confirmations: button accepted, purchase complete, level cleared, perfect timing.Warning - A longer, attention-grabbing buzz that feels more like caution than an error. Great for low health, risky action, or timer pressure.Failure - Two sharp pulses that feel clearly negative and immediate. Good for wrong action, blocked interaction, or missed input.Light / Medium / Heavy Impacts - One-shot impacts with increasing weight. Perfect for hits, collisions, landings, punchy UI, or physics moments.Rigid Impact - A crisp, snappy click-like impact. Useful when you want a very mechanical, precise feel (toggle, snap, lock-in).Soft Impact - A gentler, rounded tap. Great for subtle UI, cozy interactions, or calmer games where heavy haptics feel out of place.Fanfare - A short celebratory pattern with a rising feel. Works well for achievements, streaks, loot moments, and progression beats.Sad Trombone - A longer, descending, comedic failure cue. Ideal for playful losses, silly mistakes, or oops moments.SetupDesigned to be drop-in simple: no manual Xcode or AndroidManifest edits required.Self-contained and editor-safe: on unsupported platforms it becomes a no-op instead of throwing errors.Looking for alternatives?If you want a free version, grab Mobile Haptic Feedback by Solo Player.If you want a more enthusiast-level, advanced take, check Hapthicks.If you want a practical, reliable way to add good-feeling haptics and vibrate feedback without turning your project into a platform-specific mess, -Gameptics is a comfortable choice.It is fast to integrate, easy to iterate on, and delivers consistent tactile results you can ship with confidence.No extra setup required. Gameptics works out of the box and does not require manual Xcode/Gradle/AndroidManifest edits. Calls are editor-safe, and unsupported devices fall back gracefully.iOS:On iOS 13+ with CoreHaptics available, patterns are generated natively with intensity and sharpness control, including curve-driven playback.When CoreHaptics is not available, Gameptics falls back to UIKit feedback generators (impact feedback) for consistent results.Android:On API 26+ (Android 8.0+), Gameptics uses VibrationEffect for amplitude-controlled waveforms and custom patterns.On older Android versions, it falls back to standard vibration to preserve compatibility and avoid runtime issues.Android waveform/amplitude-based playback logic and compatibility fallbacks for older API levels.Assisted with iOS and Android implementation details:iOS native integration guidance and code iteration (CoreHaptics where available, UIKit fallback behavior).Created editor tooling:An Editor Window for authoring and testing HapticSignal and HapticSequence.Export utilities to copy configurations as C# expressions and as JSON for convenient reuse and editing.Implemented the Editor Preview Audio approach for quick iteration on cadence and feel inside the editor environment.Generated XML documentation across the public API: summaries for classes, methods, parameters, and enum members to improve IDE tooltips and usability.



