Great video! It's straightforward and easy to follow. Thank you very much! An important note for PS4 controllers: If you are using a PS4 controller connected via Bluetooth and it doesn't have vibration, it's likely because wireless rumble isn't supported. Rumble is only supported when the controller is connected via a wired connection. However, you can work around this issue by using a software called DS4Windows. This program emulates Xbox controllers and allows your PS4 controller to have rumble functionality even when connected via Bluetooth.
Really appreciate this. I already had my inputs setup and configured but creating a rumble manager instance and being able to call rumbles with a single line of code was exactly what I needed
Also I added an Awake method to the rumble manager to make sure there's only one and that it persists through scenes if anyone else finds that helpful. For me, I found this necessary to add after the character died and the game changed scenes to a gameover screen or restarted the level: private void Awake() { if (instance == null) instance = this; else { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); }
Great video! I've been using "Feel" it has been great although I did have some issues with multiplayer when adding and removing players at runtime. The players where getting the incorrect rumble. I did fix it but I think its a sub optimal solution but, like alot of things it works so I moved on, I will probably look at it again at some point.
This was great. I've had trouble understanding The new input system. You seem to understand it. I would watch a tutorial of you explaining how to use it.
I would just make Controls a property with a public getter and private setter. It will be excluded from the inspector autoatically. Why didn't you just use a yield new WaitForSeconds in your coroutine?
Any best practices on how to properly layer rumble? For example, I have a rumble when the player runs into a wall or the ground and a rumble when a player gets hit with an explosion, but if the rumbles overlap there is some inconsistency. I am trying to stop and restart the coroutines each time a collision happens, but it is still not yielding the results i desire.
Hey great video! The rumble/vibration works on windows but I have a bug on my mac... the rumble starts and does not stop, any idea if there is a solution for mac or a workaround?
Great video! It's straightforward and easy to follow. Thank you very much!
An important note for PS4 controllers:
If you are using a PS4 controller connected via Bluetooth and it doesn't have vibration, it's likely because wireless rumble isn't supported. Rumble is only supported when the controller is connected via a wired connection. However, you can work around this issue by using a software called DS4Windows. This program emulates Xbox controllers and allows your PS4 controller to have rumble functionality even when connected via Bluetooth.
Thank you for laying out the process of making managers as singletons. Looking forward to giving that a try.
I was so excited the first time I learned about singletons. They're great. Glad you liked it!
The Rumble Manager script in the tutorial works great and easily connected with my take damage scripts - Thanks!!
Hey man,great video
I just find it kinda nice that we wrote exactly the same code and I hadn't watched this video when I made my vibration manager 😅
Great tutorial, as always.
Glad you liked it!
Really appreciate this. I already had my inputs setup and configured but creating a rumble manager instance and being able to call rumbles with a single line of code was exactly what I needed
Also I added an Awake method to the rumble manager to make sure there's only one and that it persists through scenes if anyone else finds that helpful. For me, I found this necessary to add after the character died and the game changed scenes to a gameover screen or restarted the level:
private void Awake()
{
if (instance == null)
instance = this;
else
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
}
It's a fair tutorial for Unity Input System. Thanks!
Great video! I've been using "Feel" it has been great although I did have some issues with multiplayer when adding and removing players at runtime. The players where getting the incorrect rumble. I did fix it but I think its a sub optimal solution but, like alot of things it works so I moved on, I will probably look at it again at some point.
This was great. I've had trouble understanding The new input system. You seem to understand it. I would watch a tutorial of you explaining how to use it.
Excellent tutorial, thank you so much!
Thank You So much that really helped ♥
im getting an error at "(StopRumble(duration, pad));"
error CS1503: Argument 1: cannot convert from 'System.Collections.IEnumerable' to 'string'
I would just make Controls a property with a public getter and private setter. It will be excluded from the inspector autoatically.
Why didn't you just use a yield new WaitForSeconds in your coroutine?
Old habit I suppose!
Thanks😋
Cheers mate!
Hi, have you tried making more shorts for reach as well? shorts content seems to be a good way to reach an audience as well.
Not yet, though we plan to start soon!
Any best practices on how to properly layer rumble? For example, I have a rumble when the player runs into a wall or the ground and a rumble when a player gets hit with an explosion, but if the rumbles overlap there is some inconsistency. I am trying to stop and restart the coroutines each time a collision happens, but it is still not yielding the results i desire.
Hey great video! The rumble/vibration works on windows but I have a bug on my mac... the rumble starts and does not stop, any idea if there is a solution for mac or a workaround?
bro types faster than he speaks 😭😭😭
Will same will work with ps. Dual shock
First
hi, thanks for the useful information shared, much appreciated.
Great tutorial. Thanks so much!
Glad it was helpful!