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    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 ProceduralAnimator 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.

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