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Feel 6.2
The best way to improve your game's feel and make it extra juicy
|
Directories | |
| feel-add-feedbacks | |
| feel-custom-feedback | |
| feel-haptics | |
| feel-post-processing-effects | |
| feel-screen-shake | |
| feel-sound-and-playlist-setup | |
| feel-sound-manager | |
| feel-springs | |
If you don't like using AI, don't want to use it, or don't care for it, you can simply ignore this folder, or remove it, you won't miss it. This is here because Unity / the Asset Store now recommends publishers add it.
This folder contains AI Skills for Feel: instruction files that teach AI coding agents (Unity AI, Claude Code, and other agents that support skills) how to use Feel correctly in your project. When you ask an agent something like "add screen shake when the player gets hit" or "make this button bounce", a skill gives it the exact components, menu paths, APIs and verification steps for Feel 6.1, so it doesn't have to guess.
The skills are plain Markdown. They don't add any code, menus or runtime cost to your project or your builds.
| Skill | Use it for |
|---|---|
| feel-add-feedbacks | Creating MMF Players, adding feedbacks, triggering them from code, UnityEvents, animation events or Timeline, pauses and loops, runtime changes, completion callbacks |
| feel-screen-shake | Camera, Cinemachine and UI shake, camera zoom, fade, flash, and screen-shake accessibility toggles |
| feel-post-processing-effects | Pulsing bloom, vignette, chromatic aberration, lens distortion and other volume effects (URP, HDRP, Built-in) |
| feel-springs | Bouncy, spring-driven motion and values (spring components, spring feedbacks, the spring API) |
| feel-sound-and-playlist-setup | Setting up MMSoundManager and the MMSM Playlist Manager: mixer routing, custom tracks, volume sliders, saved audio settings, music playlists |
| feel-sound-manager | Playing and controlling sounds at runtime: sound feedbacks, 3D sounds, sound IDs, track control, fades |
| feel-custom-feedback | Writing your own feedback classes in C#, extending existing feedbacks, writing shakers |
| feel-haptics | Vibrations and gamepad rumble with Nice Vibrations |
Each skill lives in its own folder:
Agents don't read every skill up front. They read each skill's description (in the frontmatter at the top of SKILL.md) and load the full skill only when your request matches it. You don't need to name the skill or mention Feel in your request: "the camera should shake when I land" is enough.
Each SKILL.md follows the same structure, so you can read it yourself too:
These skills are registered in the Asset Store skill catalog, which Unity AI uses to find skills for the assets in your project. Keep this folder in your project; see Unity AI's documentation for how it currently discovers and enables catalogued skills.
Claude Code loads project skills from .claude/skills/ at your project root. Expose this folder there with a link, so the skills stay in sync when you update Feel. Run this from your Unity project's root folder.
Windows (PowerShell):
macOS / Linux:
If you already have a .claude/skills folder, link or copy each feel-* folder into it individually instead. Start a new Claude Code session afterwards; the Feel skills appear in its list of available skills.
For agents that support the same SKILL.md format, point their skills directory at this folder (or link it in, as above). For agents without skill support, add a line like this to your project's AGENTS.md (or the equivalent instructions file):
Feel skills are in Assets/Feel/Skills/. Before working with Feel, read the description of each SKILL.md there and follow the skill that matches the task.
The skills are versioned with Feel: each SKILL.md lists the Feel version it was verified against (asset-version) and when (last-verified). When you update Feel, the new package replaces this folder with skills matching the new version. If you've edited a skill locally, copy your changes elsewhere before updating.
If a skill gives an agent wrong or outdated instructions, please report it through the support form at https://feel.moremountains.com/, with the skill name and what went wrong. The full Feel documentation is at https://feel-docs.moremountains.com/.