Download Feel FREE Unity.
? Feel is the best way to improve your game’s feel and make it extra juicy. ?
Packed with more than 100 feedbacks, it’ll let you easily trigger screenshakes, animate transforms, play with sounds, cameras, particles, physics, post processing, text, shaders, time, UI, and so much more.
⚡ From the creator of the acclaimed Corgi Engine and TopDown Engine, it is the best game feel framework out there, whether you’re new to Unity, or an experienced developer. Clean code, good practices, optimizations, it’ll likely completely change your workflow as far as gamefeel is concerned.
? Extremely easy to use, MMFeedbacks are going to change the way you make your games awesome. Just create an empty game object, add the MMFeedbacks class to it, and you can start adding and tweaking individual feedbacks. With more than 100 different feedbacks to pick from, it’s now super easy to create games that feel good.
? Complete features list
? How to install Feel?
? Getting errors?
? Extensions Repository
? HTML Demos
? iOS Demo
? This asset contains :
– 20+ demos, from minimal scenes to a complete game, showing various ways you can use Feel to make your game feel good
– MMFeedbacks, its core system, an intuitive way to trigger effects
– Nice Vibrations, the best haptics solution for Unity out there
– MMTools, a library of helpers and tools for all situations
✨ Full list of feedbacks :
– AudioSource : lets you play, pause, unpause or stop a preexisting audiousource on demand. You’ll also be able to play/pause/stop/resume it at a random pitch and volume, and through an optional audio mixer group.
– Sound : another way to trigger a sound. You specify an audio clip, and then you can decide to have it instantiated on demand, cached, have it create an object pool of ready to use sounds, or even trigger a sound event. This feedback also lets you preview your sound from the editor.
– AudioSource Pitch : tweak an AudioSource’s pitch over time.
– AudioSource Stereo Pan : alter the stereo pan value of an AudioSource over time.
– AudioSource Volume : lets you tween the volume of an audio source over time.
– Distortion Filter : tween the distortion level of a distortion filter over time.
– Echo Filter : tween echo over time.
– High Pass Filter : tween the cutoff of a high pass over time.
– Low Pass Filter : tween the cutoff of a low pass over time.
– Reverb Filter : tween reverb levels over time.
– AudioMixer Snapshot Transition : lets you transition to a target snapshot over a specified duration
– Camera Shake : simply shakes the camera over time, lets you specify a duration (in seconds), an amplitude and a frequency.
– Zoom : lets you zoom in or out when the feedback plays, either for a specified duration, or until further notice.
– Flash : flashes an image on screen, or simply a color for a short duration.
– Fade : fades an image in or out, useful for transitions.
– Field of View : control a camera’s field of view over time.
– Clipping Planes : lets you tween the near and far clipping planes distances of a camera over time.
– Orthographic Size : for orthographic/2D cameras only, lets you tween the camera’s size over time, basically zooming in or out.
– Cinemachine Transition : lets you transition to another virtual camera, using the blend of your choice, and auto managing other camera’s priorities.
– Cinemachine Impulse : triggers a Cinemachine Impulse to shake your virtual cameras.
– Cinemachine Impulse Clear : to cancel any Cinemachine Impulse that may be playing
– Events : lets you associate any sort of Unity event to a feedback, and lets you trigger them on play, stop, initialization or reset.
– LoadScene : lets you load a destination scene using various methods, either native or using MMTools’ loading screens
– UnloadScene : lets you unload a scene
– Animation : lets you play any animation on an animator. Bind an animator to the feedback’s inspector, and it’ll let you update trigger and/or bool animation parameters.
– Destroy : lets you destroy, destroy immediate or disable a specific game object
– Enable Behaviour : enables or disables a monobehaviour when the feedback plays, inits, stops or resets.
– Float Controller : possibly the most powerful of all the MMFeedbacks, this one lets you control a float value on any monobehaviour.
– Instantiate Object : spawns objects when the feedback plays, at the specified position.
– Rigidbody : adds force or torque to a Rigidbody
– Rigidbody2D : adds force or torque to a Rigidbody2D
– Property : lets you target and control any property or field (floats, vectors, ints, strings, colors, etc), on any object (including ScriptableObjects), and control it over time
– Set Active : sets an object active or inactive
– Feedbacks : lets you trigger other MMFeedbacks within the specified range
– MMRadioSignal : this feedback lets you control a MMRadioSignal, that can then be broadcasted to control receivers, to pilot any value you want on any component, on any object.
– MMRadio Broadcast : similar to the MMRadioSignal one, but directly broadcasts the signal to any receivers, instead of going through an emitter
? HDRP VOLUME
– Bloom HDRP : control bloom intensity over time
– Chromatic Aberration HDRP : control the force of a chromatic aberration over time
– Channel Mixer HDRP : control red, green and blue channels independently over time
– Color Adjustments HDRP : lets you play with many color adjustments options : post exposure, saturation, hue shift, contrast…
– Film Grain HDRP : lets you control the grain intensity over time
– Lens Distortion HDRP : lens distortion on demand
– Motion Blur HDRP : motion blur level over time
– Panini Projection HDRP : tweak a panini projection’s distance and crop to fit over time
– Vignette HDRP : control vignette parameters over time
– White Balance HDRP : control white balance parameters over time
– Looper : moves the current “head” of an MMFeedbacks sequence back to another feedback above in the list. You can then have that sequence repeat any number of times of your choice, or indefinitely.
– Looper Start : can act as a pause but also as a start point for your loops.
– Particles Instantiation : instantiate particles and play them. You can instantiate them on demand or cache them, and you can specify the position you want them at.
– Particles Play : control an existing particle system. The feedback also lets you move it to the feedback’s position on demand.
– Pause : causes a pause in the feedbacks sequence when met, preventing any other feedback lower in the sequence to run until the pause is complete.
– Holding Pause : holds until all previous feedbacks in the sequence, as well as this feedback’s pause have been executed.