Namespace Serenity.Feedback.Infrastructure.Settings
Classes
AdaptiveTriggerEffectAuthoring
DualSense adaptive trigger (DualSense over USB on desktop; PS5 SDK on console).
AnimationCurveFeedbackCurve
Infrastructure adapter that exposes a UnityEngine.AnimationCurve as an engine-agnostic IFeedbackCurve, so authored curves can ride on a pure Application effect.
AudioEffectAuthoring
Plays a sound from an authored UnityAudioPlayerClipDefinition as part of the feedback. Independent of the vibration settings: it plays even when controller vibration is off and is not scaled by the haptic-intensity slider.
FeedbackDefinition
ScriptableObject definition for a feedback preset: an ordered list of effects (vibration, LED, screen flash, hit-stop, screen shake, adaptive trigger) that the service dispatches across channels.
FeedbackEffectAuthoring
Inspector-authorable, mutable mirror of an IFeedbackEffect. The pure effects use raw
floats (deliberately no UnityEngine types); this authoring layer is where Color,
[Range], and tooltips live. Serialized polymorphically via [SerializeReference] on
FeedbackDefinition.Effects (same idiom as ProceduralExpression conditions) and converted to
the pure effect in ToEffect().
HitStopEffectAuthoring
Brief time-freeze on impact.
LedEffectAuthoring
Gamepad LED color: the PlayStation light bar (DualSense / DualShock 4) or the Switch Pro home-ring intensity. Desktop/editor only; a no-op on pads with no controllable LED.
ScreenFlashEffectAuthoring
Full-screen color flash.
ScreenShakeEffectAuthoring
Decaying camera shake.
UiScreenShakeEffectAuthoring
Decaying UI shake (menus, HUD). Screen-space counterpart to Screen Shake.
UnityFeedbackSettings
ScriptableObject configuration for the Unity Feedback service. Stores the game settings key IDs used to read vibration enabled/intensity at runtime.
VibrationEffectAuthoring
Dual-motor gamepad vibration.