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Programmatic Suite

Haptic Composer: Explosion (Unity)

Design and test an interactive explosion haptic feedback rumble pattern. Export production-ready C# code for Unity game developers directly to your clipboard.

Haptic Waveform unity

Waveform Composer

Drag points to sculpt your rumble curve. X = Time (ms), Y = Intensity (0-100%).

INTENSITY (Y) ↑ TIME (1000MS) →

Unity C# (Input System) Output

Implementation Guide

Follow the generated code snippet to integrate this haptic waveform into your game. Ensure you have the required input management packages installed for Unity.

How to Get Started

Just three steps to run a complete controller test and understand your controller's health status.

01

Connect Controller

Connect your controller to your computer via USB cable or Bluetooth. If the browser doesn't respond, press any button on the controller to activate the connection.

02

Button Detection

Press each button in the visual interface and confirm the corresponding area lights up on screen. This helps troubleshoot unresponsive or double-clicking buttons.

03

Sticks & Vibration

Rotate the sticks to check linearity and drift issues; click the vibration test button to feel if the left and right motor feedback is working properly.

What would you like to do next?

Select a diagnostic calibration suite, deadzone analyzer, or high-frequency overclock tool.

Fix

Repair & Calibration

Calibrate zero-point offsets or follow step-by-step repair guides.

Optimize

Game Deadzones

Calculate exact radial vs axial deadzone overlays for Fortnite, Apex, & COD.

Telemetry

Overclock & Circularity

Verify browser-observed update timing Hz stability and statistical circularity grades.

Designing explosion Haptics in Unity

A well-designed explosion rumble pattern reads as an impact: a sharp, strong-motor attack spike that decays quickly, with a low-frequency tail that carries the pressure wave. The reason this shape works is that the first 50–100ms sell the hit; the decaying tail keeps the effect readable without overpowering the game audio.

When to use it: pair it with the actual audio explosion cue — the tactile peak should land on the audio transient, not slightly before or after. Tuning notes: Explosions are the hardest effect to tune because they fight the game audio for attention. The classic failure is an over-long tail that muddies the next cue; the fix is to cut the decay before the rumble becomes a drone. On real controllers, the strong motor carries most of the pressure wave while the weak motor should stay quiet or pulse once at the moment of detonation — giving both motors a full-strength tail is the most common reason an explosion feels like a vibration rather than a hit.

Engine integration

In Unity, Unity exposes both motors through Gamepad.SetMotorSpeeds every frame; drive them from a coroutine that samples the waveform at fixed intervals instead of hardcoding one-shot values. For the explosion pattern specifically, for a {effect} curve, step the coroutine along the envelope so the attack/decay shape survives gameplay pacing changes. Unity's gamepad writes are per-frame and CPU-cheap, but be careful about driving SetMotorSpeeds from Update() when the game is paused — pausing freezes the envelope unless you sample against Time.unscaledTime, so clock the coroutine on unscaled time for effects that must survive a pause menu.

Unity's strength is cross-platform reach: the same SetMotorSpeeds call works on Windows, macOS, Android and consoles through the native gamepad backend, so your {effect} effect ships everywhere with one coroutine. The trade-off is that platform quirks live in the Input System layer — on Windows the legacy Input Manager and the new Input System package expose the same motor writes through different entry points, so pick one and keep the whole envelope in that system. Because the loop runs at frame rate, an explosion sampled at 30fps needs the same keyframes as one at 120fps; sample by unscaled time, never by frame count, or the feel drifts between quality presets.

Haptic feedback bridges the gap between digital interaction and physical sensation. Matching the visual and auditory cues with the tactile response is what makes the effect feel intentional rather than decorative.

Controller Hardware Glossary & Tips

Stick Drift & Deadzones

Stick drift occurs when analog sticks register input without being touched. This is typically caused by physical wear in traditional carbon-film potentiometers. A deadzone is a software-level threshold (e.g., 5-10%) applied to ignore these microscopic false inputs.

Hall Effect Sensors

Unlike traditional ALPS potentiometers, Hall Effect modules use magnetic fields to measure stick position. Because there is no physical contact or friction between the internal components, they are virtually immune to wear-induced stick drift, drastically extending the controller's lifespan.

Polling Rate (Hz) & Input Latency

Polling rate is how often your controller sends data to your device, measured in Hertz (Hz). A standard Bluetooth connection yields around 125Hz (8ms latency). Overclocking or using a wired USB connection can push this to 500Hz-1000Hz (1ms-2ms latency), critical for competitive gaming.

Circularity Error

When you rotate a joystick along its outer edge, a perfect module should trace a mathematically perfect circle. Circularity error measures the deviation from this perfect circle. High deviations (>15%) can result in uneven diagonal movement speeds in FPS games.

Frequently Asked Questions

Everything you need to know about testing your controller.

How do I use this explosion rumble pattern in unity?

Simply adjust the waveform curve to your liking, test it live using your connected controller, and copy the generated C# script from the panel below into your unity project.

Does the Web Gamepad API support complex rumble curves?

The Web Gamepad API primarily supports standard dual-rumble (weak and strong motors). To simulate complex curves like this tool does, we play multiple sequential rumble effects over short durations. Game engines support richer curve evaluation natively.

How this test works & its limits
  • This test reads your controller through the browser's standard Gamepad API — no drivers, no installs, nothing leaves your device.
  • Readings depend on connection mode: Bluetooth reports at lower rates than USB. Compare like-for-like (wired vs wired).
  • We measure the input reaching the browser — display lag and game-engine queues are outside this test's view.
  • A clean reading now does not guarantee no drift in-game: deadzones differ per game, and wear develops over time. Use the Drift Timeline to track yours.
  • This is a diagnostic, not a hardware-lab certification. For repair or RMA decisions, confirm with a second run or second tool.
Read the full methodology
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