Vibrate a gamepad when events are received.
Suggested use:
Provide the player feedback with appropriate controller vibrations. Good applications include short bursts when the player gets hit, long bursts when an event happens, etc. Use the point vibration feature to adjust the vibration intensity based on proximity.
Examples found in: Project 8
| Components | |||
|---|---|---|---|
| Property | Type | Description | Default Value | Component Properties |
| Gamepad Number | LPK_ControllerNumber | Which gamepad to vibrate. | ONE |
| Shake Type | LPK_ShakeType | Which mode to use when shaking the gamepad. | CONSTANT |
| Shake Modifiers | Vector2 | Set the intensity of the shake on the left and right side of the controller. Should be a value between 0 and 1. | 1, 1 |
| Cooldown | Float | How long to wait before allowing more vibrations to occur. The delay starts AFTER a shake has finished. | 0 |
| Vibration Duration | Float | Duration of the controller vibration. | 1.5 |
| Vibration Intensity | Float | Intensity of the controller vibration. | 1 | Point Vibration Properties |
| Vibrate Source | GameObject | Source of the vibration. If left null, it is owner. | None |
| Vibrate Receiver | GameObject | Object that represents the point of receiving vibration, such as the player character. | None |
| Distance | Float | Minimum distance for vibration to start. Vibration strength will scale dynamically with distance. | 10 |