"Action on Feel" Components
v1.0
These components can be added to an object. They are "Action On Event" components and come preconfigured with an ActionExecutor and additional logic specifying when the Execute() is called.
Action On Feel Shaker Event
Listens for Feel's broadcast shaker events and fires a Juicy Actions sequence when any of the enabled ones trigger. Each event type (camera shake, position shake, rotation shake, scale shake, URP post-processing effects, Cinemachine priority) is individually toggled on or off in the inspector.
No direct references required β it uses Feel's global event bus. Useful for reacting to game-world feedback events that were triggered elsewhere, without coupling to the source.
Action On MM Feedback Complete
Fires a Juicy Actions sequence when a specific MMF_Player finishes a full playback cycle. Subscribes to MMF_Player.Events.OnComplete. Use this to chain Juicy Actions logic after a Feel feedback sequence ends β for example, resuming movement after a hit-stop completes.
Action On MM Feedback Start
Fires a Juicy Actions sequence the moment a specific MMF_Player begins playing. Subscribes to MMF_Player.Events.OnPlay. Use this to trigger parallel Juicy Actions logic at the same instant a Feel feedback starts β for example, spawning an effect at the exact frame a feedback sequence kicks off.
Action On MM Game Event
Listens for Feel's global MMGameEvent string-keyed broadcasts and fires a Juicy Actions sequence when a matching event is received. Configurable to listen for a specific named event or to respond to any event regardless of name. No scene references required β decoupled by design.
Works great combined with the FeelTriggerGameEventAction!
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