This is the documentation for Feel, the best way to add game feel to your game, available on Unity's Asset Store.

What is Feel?

Feel is a ready-to-use solution to provide on-demand game feel to your Unity game, with as little friction or setup as possible. It’s a modular, user friendly, and very easy to extend system you can build upon.

Why is it great?

I strongly believe game feel (or juice, or microinteractions, or feedbacks) is one of the most important parts of game design.

Making sure the player understands the consequences of their actions is the best way to make sure interactions are rewarding and engaging. Providing proper feedback when the player makes an action, or when something significant happens in the game is mandatory. Whether it’s a screenshake, a flash, an object’s scale bumping, or all of these at once, it will only make the experience more satisfying.

You can learn more about feedbacks in Martin Jonasson and Petri Purho’s talk “Juice it or lose it”, the wonderful “Art of screenshake” talk by Jan Willem Nijman, or my own talk about game feel and fast prototyping at Unite Los Angeles in 2018, or this one in Copenhagen in 2019 :

Implementing these kinds of feedbacks isn’t necessarily rocket science, shaking a camera is quite an easy task. But after working on tons of games and prototypes, I’ve found myself often going back to the same game feel recipes, and I wanted to remove as much friction as possible between an idea for a feedback and its in-game implementation. Initially created for (and built into) the TopDown Engine and Corgi Engine, I’ve decided to make this system public, hoping it’ll help people improve the feel of their game.

An example of MMFeedbacks in action

Does it work everywhere ?