Feel Integration Actions

v1.0

The integration comes with many new Actions that can be used in an Action Executor, and interact with Feel and the MM_Player.

MMF Player

Feel Play Feedback Action

Calls PlayFeedbacks() on an assigned MMF_Player. Use this to trigger any pre-configured Feel feedback sequence from within a Juicy Actions sequence.

Feel Stop Feedback Action

Calls StopFeedbacks() on an assigned MMF_Player, halting any in-progress playback. Optionally stops all individual feedbacks within the player rather than just the coroutine loop.

Feel Reset Feedback Action

Calls ResetFeedbacks() on an assigned MMF_Player, restoring it to its initial state without playing. Useful before replaying a one-shot sequence.

Feel Initialize Feedback Action

Forces an assigned MMF_Player to re-run its initialization pass at runtime. Use this when the player's target GameObjects are spawned dynamically after Awake.

Event Actions

Feel Trigger Game Event Action

Triggers an MMGameEvent by name. Any MMGameEventListener in the scene configured with a matching name will respond. Case-sensitive exact match required.

Shakers

Feel Camera Shake Action

Broadcasts an MMCameraShakeEvent. Any MMCameraShaker in the scene responds automatically β€” no direct reference required. Configurable duration, amplitude, frequency, per-axis amplitude, and infinite mode.

Feel Position Shake Action

Broadcasts an MMPositionShakeEvent. Any MMPositionShaker in the scene responds. Configurable duration, speed, range, direction, and attenuation curve.

Feel Rotation Shake Action

Broadcasts an MMRotationShakeEvent. Any MMRotationShaker in the scene responds. Configurable duration, speed, range in degrees, axis, and attenuation curve.

Feel Scale Shake Action

Broadcasts an MMScaleShakeEvent. Any MMScaleShaker in the scene responds. Configurable duration, speed, range, direction, and attenuation curve.

Springs

Feel Spring Scale To Action

Sends a command (Bump, MoveTo, Restore, etc.) to an MMSpringScale component. Can target a directly assigned component or auto-resolve from the executor's GameObject via blackboard cache.

Feel Spring Move To Action

Sends a command to an MMSpringPosition component to drive world-space position with spring physics. Same resolution and caching pattern as Spring Scale To.

Feel Spring Rotate To Action

Sends a command to an MMSpringRotation component to drive rotation with spring physics. Same resolution and caching pattern as Spring Scale To.

Feel Spring Float Action

Sends a command to any MMSpringComponentBase float spring (e.g. MMSpringLightIntensity, MMSpringAudioSourceVolume, MMSpringImageAlpha). Same resolution and caching pattern as Spring Scale To.

Timescale

Feel Set Timescale Action

Fires an MMTimeScaleEvent to set Unity's timescale to a target value for a duration, then restore it. Requires an MMTimeManager in the scene. Optionally also drives the JuicyActions clock for the same duration. Incompatible with Sync Unity Time Scale in JuicyActionsSettings.

Feel Freeze Frame Action

Fires an MMFreezeFrameEvent for hit-stop and impact punctuation. Requires an MMTimeManager. Optionally freezes the JuicyActions clock to 0 for the same duration. Incompatible with Sync Unity Time Scale in JuicyActionsSettings.

Sound

Feel Play Sound Action

Plays an AudioClip via MMSoundManageron a specified track. Supports volume, pitch, looping, sound ID, optional 3D spatial positioning at the executor's world position, and fade-in.

Feel Stop Sound Action

Controls a specific MMSoundManager sound by integer ID β€” stop, pause, resume, or free it. The ID must match the one assigned in Feel Play Sound.

Feel Set Track Volume Action

Sets the volume of, mutes, unmutes, pauses, plays, or stops an entire MMSoundManager track (Music, Sfx, UI, or Master).

Feel Control All Sounds Action

Applies a bulk operation (pause, play, stop, or free) to every active sound on MMSoundManager at once.

Haptics

Feel Haptic Preset Action

Plays a NiceVibrations haptic preset pattern. Only fires on supported mobile and gamepad hardware. Silently skips when NiceVibrations is not installed.

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