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Haptic clip doesn't work. #25

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Acharad opened this issue May 23, 2023 · 3 comments
Open

Haptic clip doesn't work. #25

Acharad opened this issue May 23, 2023 · 3 comments

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@Acharad
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Acharad commented May 23, 2023

Bug report

Checklist

  • [+] I'm using the latest release (Never changed the version)
  • [+] I've searched for existing issue

Environment

<Describe your dev environment here, giving as many details as possible. If you have them, make sure to include>
I am working on a mobile game company that makes puzzle casual games.

Steps to Reproduce

<What are the steps necessary to reproduce this issue?>
I download the Meta Haptics Studio to convert .wav file to .haptic file when I finished that I imported .haptic files to my unity to see how it worked. I changed the clips that on the NiceVibrationsDemo scene page 3. (Haptic clips demo manager script) I changed the audio and the haptic clips. And than I build the game, in the build audio clips are changed I can hear that but haptic clips are the same on multiple devices (Xiaomi mi9t, huawei p20, samsung galaxy a23)

I logged the HapticController Play(HapticClip clip) function. Clips are changing so I am not getting the same clips.

Expected behavior

<What do you expect to happen?>
Clips needs to haptic different but all the 9 buttons are same haptic.

Code Samples & Details

<Please provide a code sample if necessary, as well as any additional details, to help us track down the issue.>
I used the Haptic Clips Demo Manager script. Just changed clips on the editor.

@BenTailors
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Thanks for reaching out Achard, and thanks for the detailed description.
However, I'm not sure if we are indeed looking at an issue with the software or a limitation of the hardware used to perform the test. For this we'd need to understand the kind of changes you performed during your test with the.haptic example files:

  • if you only altered the frequency, the change may not be perceivable on most Android devices because their haptic motors only support a fixed frequency (Also known as LRA, Linear Resonant Actuators). Unfortunately the information I could find for the mentioned devices is ambiguous, but from experience, most Android devices can't deal with changing frequencies.
  • If you have an iPhone 8 or later available to test, you could narrow this down more quickly as Apple introduced Voice Coil Motors with that model and these iPhones all support frequency changes since iOS 13. Therefore, if my explanation was correct, you should be able to perceive your edits in iOS.
  • Alternatively, you could restart the process again and change the amplitude instead - if my explanation is correct, you should be able to feel a difference on Android devices as well since LRA's can deal with amplitude changes despite their limitation on the frequency changes.

I hope this helps to narrow down the rootcause, but please don't hesitate to share your findings in here and we'll take it from there.

Best
Ben

@Acharad
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Acharad commented May 24, 2023

Hello, my main problem is I need to work with IOS and android and ı have to use my own .haptic files for different vibrations because of that I created my own .haptic files and imported on the game. I do not know how can I use when I created my haptic files I just add a .wav file and import as a .haptic file. Earlier I mentioned I need to work with all mobile devices and I need to know how can I did that ? Is my .haptic files the problem or am I need to use presets?

Here is my .haptic and .wav files => https://drive.google.com/drive/folders/1bBytw5IhqtKBQ2aWUIe0PRBkh42nUbks?usp=share_link

@Acharad
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Acharad commented May 24, 2023

Or am I any chance to use same haptics for android and IOS for custom vibrations. Like giving some power (haptic) and duration for the vibrations. If I dont have a chance to use same system how can I use vibrations on Android devices. Like I know we can use presets for android but how can I used my own presets its looks like to static and I do not get how ı can create my own presets

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