This page explains how to add Feel to your project.

Install instructions

How to install Feel in your project?

To add Feel to your project, simply follow the simple steps below :

  1. using 2019.4.13f (or a recent version of Unity of your choice), create a new project, pick the “3D” template
  2. via the asset store panel, go to the Feel page, click the download button, then the import button
  3. wait until a “import Unity package” popup appears, make sure everything is checked (it should be by default), click “import”
  4. open Unity’s Package Manager, install the latest version of the Post Processing package
  5. in the package manager, install the latest version of the Cinemachine package
  6. in the package manager, install the latest version of the TextMesh Pro package
  7. in the package manager, install the latest version of the Animation 2D package (this is only useful for the Letters demo)
  8. open the MMFeedbacksDemo scene (or any other demo), press play, enjoy

Optional Steps

Note that steps 4, 5, 6 and 7 are optional, but if you want to get access to post processing, TextMesh Pro and Cinemachine feedbacks, you’ll need these. Also note that most of the Feel demos make use of as many feedbacks as needed, and will feature most of these dependencies. You’ll get errors in these if you haven’t installed the corresponding dependencies. You can check the MMFeedbacksMinimalDemo scene if you’re not interested in any of the Unity packages feedbacks.


Feel will work on all render pipelines, and you can absolutely import Feel in a URP or HDRP project. Just note that most demos are made using the standard RP, and they may not render correctly when opened in projects using other pipelines. And of course there’s no need to install the Post Processing package on URP or HDRP, they both ship with their own post processing Volume system.

As of v2.3 you’ll find dedicated HDRP and URP demos (see the dedicated section of the documentation). Of course you’ll have to install them in a project matching their RP.

How to use Feel with URP?

  • in Unity 2019.4.26f1, create a new project using the URP template
  • from the Package Manager, import Feel v3.0
  • that’s it, you can now use Feel with your URP project

Ok and how to use MMFeedbacks with URP volumes then?

  • after the steps described above :
  • create a new scene
  • in it, add a cube, position it at 0,0,0
  • create a new global volume (right click, volume > global volume in your Hierarchy panel)
  • press the New button next to Profile in its inspector
  • add an override to it, pick Vignette, set the Vignette’s intensity to 0.5
  • add a new component to the global volume, in the add component menu type MMVignetteShaker_URP
  • select the MainCamera, in its inspector under Rendering, check PostProcessing
  • you should now see the Vignette in your Game view
  • create an empty game object, call it MyTestFeedbacks, add a MMFeedbacks component to it
  • press the “add new feedback” dropdown and select PostProcess > Vignette URP
  • in its inspector, set Remap Intensity Zero to 0.5
  • press play in the editor, select the MyTestFeedbacks object, and in its MMFeedbacks inspector, press the green Play button
  • now you know how to trigger volume feedbacks. To target other post processing filters, make sure you add the corresponding Shaker on the Volume


The demos use Unity’s Input API to trigger whatever interaction they offer. This uses the “old” input API as an overwhelming majority of users still haven’t moved to the “new” Input System. If you’re using the new Input System, you can switch to hybrid mode (Player Settings > Active Input Handling > Both). Or, just like if you want to run URP/HDRP but want to check common denominator demos, you can simply create a side project for the demos and check them out there, they’re just demos, the rest will run fine everywhere. Yes it’s annoying, but it’s the state of Unity today.