This section lists all the MMFeedbacks included in the asset.

Complete list of MMFeedbacks

Feel comes loaded with different types of feedbacks. Some will focus or interact with a GameObject, some with the camera (or parts of it), some with third parties, and some just don’t fit in any specific category. Note that some of them are autonomous, and some will require the presence of another object, usually called Shaker (because it’s responsible for shaking stuff), put in your scene. This list explains it all, and if you want to know more, you can always look at the classes themselves, they’re all commented.

This page simply lists all feedbacks. If you want to know all the details about each of them, check out the API documentation.

Audio

  • AudioSource : lets you play, pause, unpause or stop a preexisting audiousource on demand. You’ll also be able to play/pause/stop/resume it at a random pitch and volume, and through an optional audio mixer group.
  • Sound : another way to trigger a sound. You specify an audio clip, and then you can decide to have it instantiated on demand, cached, have it create an object pool of ready to use sounds, or even trigger a sound event. This feedback also lets you preview your sound from the editor. Note that by default it’s set to Event mode, which requires a MMSoundManager be present in the scene to catch it (or any other class of yours you’d like to catch such events). If you don’t plan on using a sound manager, Cached mode is probably what you’ll want to go with.
  • AudioSource Pitch : tweak an AudioSource’s pitch over time. You will need a MMAudioSourcePitchShaker on your target audiosource(s).
  • AudioSource Stereo Pan : alter the stereo pan value of an AudioSource over time. You will need a MMAudioSourceStereoPanShaker on your target audiosource(s).
  • AudioSource Volume : lets you tween the volume of an audio source over time. You will need a MMAudioSourceVolumeShaker on your target audiosource(s).
  • Distortion Filter : tween the distortion level of a distortion filter over time. You will need a MMAudioSourceDistortionShaker on your target audiosource(s), as well as a distortion filter.
  • Echo Filter : tween echo over time. You will need a MMAudioSourceEchoShaker on your target audiosource(s), as well as a echo filter.
  • High Pass Filter : tween the cutoff of a high pass over time. You will need a MMAudioSourceHighPassShaker on your target audiosource(s), as well as a high pass filter.
  • Low Pass Filter : tween the cutoff of a low pass over time. You will need a MMAudioSourceLowPassShaker on your target audiosource(s), as well as a low pass filter.
  • Reverb Filter : tween reverb levels over time. You will need a MMAudioSourceReverbShaker on your target audiosource(s), as well as a Reverb filter.
  • AudioMixer Snapshot Transition : lets you transition to a target snapshot over a specified duration

Camera

  • Camera Shake : simply shakes the camera over time, lets you specify a duration (in seconds), an amplitude and a frequency. For more advanced shakes, look at the Cinemachine Impulse feedback. This feedback requires a MMCameraShaker component on your camera. If you’re using Cinemachine, and want to use this feedback over the Cinemachine Impulse one, you’ll need a MMCinemachineCameraShaker on your virtual camera, and a noise setup on your virtual camera. To add a noise, select your virtual camera, in its Noise panel, select Basic Multichannel Perlin and pick a noise profile. When using the MMCameraShaker with a “regular” camera, or maybe your own camera controller, it’s best to use what is usually called a “camera rig”, a certain hierarchy in your camera setup that will guarantee good behaviour. You can find an example of it in the MMFeedbacksDemo, under the “Camera & Lights” node. Basically the idea is to have a top level object with your camera controller, then nest another object under it, with the MMCameraShaker, and then under it nest your camera. You can of course have more nesting levels if needed.
  • Zoom : lets you zoom in or out when the feedback plays, either for a specified duration, or until further notice.
  • Flash : flash an image on screen, or simply a color for a short duration. You’ll need an element (or more) with a MMFlash component on it in your scene for this feedback to interact with. Lets you specify color, alpha, and Flash ID for complete control over your flashes.
  • Fade : fades an image in or out, useful for transitions. This feedback requires an object with an MMFader component on it in your scene. From the feedback’s inspector you’ll be able to pick a transition curve, a target alpha, and a position. Can also be used to pilot MMFaderRounds.
  • Field of View : control a camera’s field of view over time. Will require a MMCameraFieldOfViewShaker on your camera, or a MMCinemachineFieldOfViewShaker on your virtual camera.
  • Clipping Planes : lets you tween the near and far clipping planes distances of a camera over time. This requires a MMCameraClippingPlanesShaker on your camera, or a MMCinemachineClippingPlanesShaker on your virtual camera if you’re using Cinemachine.
  • Orthographic Size : for orthographic/2D cameras only, lets you tween the camera’s size over time, basically zooming in or out. Will require a MMCameraOrthographicSizeShaker on your camera, or a MMCinemachineOrthographicSizeShaker on your virtual camera.
  • Cinemachine Transition : lets you transition to another virtual camera, using the blend of your choice, and auto managing other camera’s priorities. You’ll need a MMCinemachinePriorityListener on each of your virtual cameras for this to work. If you want more control, you can also add a MMCinemachinePriorityBrainListener on your Cinemachine brain. This will let you specify the transition to use to override the default one straight from the feedback.
  • Cinemachine Impulse : triggers a Cinemachine Impulse to shake your virtual cameras. You’ll need an impulse listener on your virtual camera for this to work. To add one, select your virtual camera, and at the bottom of its inspector there’s an “add extension” dropdown. Pick Cinemachine Impulse Listener from it. On the feedback’s inspector you’ll be able to tweak all sorts of things. To get started with it, pick a raw signal (click on the tiny cog icon next to the Raw Signal field, Presets > 6D Shake), and set the velocity at the bottom of the inspector to 1, 1, 1 for example. Then tweak to your liking! With control over attack, sustain, decay, scale, impact radius and more, it’s a very powerful tool. You can learn more about Impulses in the Cinemachine documentation. And keep in mind that impulses are distance based, so make sure your virtual camera is in range of your emitter (in this case, the MMFeedbacks transform), otherwise nothing will happen.
  • Cinemachine Impulse Clear : to cancel any Cinemachine Impulse that may be playing

Events

  • Events : lets you associate any sort of Unity event to a feedback, and lets you trigger them on play, stop, initialization or reset.

GameObject

  • Animation : lets you play any animation on an animator. Bind an animator to the feedback’s inspector, and it’ll let you update trigger and/or bool animation parameters.
  • Destroy : lets you destroy, destroy immediate or disable a specific game object
  • Enable Behaviour : enables or disables a monobehaviour when the feedback plays, inits, stops or resets.
  • Float Controller : possibly the most powerful of all the MMFeedbacks, this one lets you control a float value on any monobehaviour. You’ll need a FloatController component on your target mono.
  • Instantiate Object : spawns objects when the feedback plays, at the specified position.
  • Rigidbody : adds force or torque to a Rigidbody
  • Rigidbody2D : adds force or torque to a Rigidbody2D
  • Property : lets you target and control any property or field (floats, vectors, ints, strings, colors, etc), on any object (including ScriptableObjects), and control it over time. Drag a game object or scriptable object into its TargetObject slot, then select a component, and finally a property you want to affect. From there you can define remap options, and tweak your curve.
  • Set Active : sets an object active or inactive
  • Feedbacks : lets you trigger other MMFeedbacks within the specified range
  • MMRadioSignal : this feedback lets you control a MMRadioSignal, that can then be broadcasted to control receivers, to pilot any value you want on any component, on any object. Don’t hesitate to read more about the MMRadio system, it can prove quite useful!
  • MMRadio Broadcast : similar to the MMRadioSignal one, but directly broadcasts the signal to any receivers, instead of going through an emitter

HDRP Volume

  • Bloom HDRP : control bloom intensity over time
  • Chromatic Aberration HDRP : control the force of a chromatic aberration over time
  • Channel Mixer HDRP : control red, green and blue channels independently over time
  • Color Adjustments HDRP : lets you play with many color adjustments options : post exposure, saturation, hue shift, contrast…
  • Film Grain HDRP : lets you control the grain intensity over time
  • Lens Distortion HDRP : lens distortion on demand
  • Motion Blur HDRP : motion blur level over time
  • Panini Projection HDRP : tweak a panini projection’s distance and crop to fit over time
  • Vignette HDRP : control vignette parameters over time
  • White Balance HDRP : control white balance parameters over time

Loop

  • Looper : moves the current “head” of an MMFeedbacks sequence back to another feedback above in the list. You can then have that sequence repeat any number of times of your choice, or indefinitely.
  • Looper Start : can act as a pause but also as a start point for your loops.

Particles

  • Particles Instantiation : instantiate particles and play them. You can instantiate them on demand or cache them, and you can specify the position you want them at.
  • Particles Play : control an existing particle system. The feedback also lets you move it to the feedback’s position on demand.

Pause

  • Pause : causes a pause in the feedbacks sequence when met, preventing any other feedback lower in the sequence to run until the pause is complete.
  • Holding Pause : holds until all previous feedbacks in the sequence, as well as this feedback’s pause have been executed.

Post Processing

All of these require their respective shaker on a PostProcessing Volume to function.

  • Bloom : control bloom intensity and threshold over time. You’ll need a MMBloomShaker on your post processing volume.
  • Chromatic Aberration : control the force of a chromatic aberration over time. You’ll need a MMChromaticAberrationShaker on your post processing volume.
  • Color Grading : lets you play with many color grading options : post exposure, saturation, hue shift, contrast… You’ll need a MMColorGradingShaker on your post processing volume.
  • Depth of Field : lets you control depth of field focus distance, aperture and focal length over time. You’ll need a MMDepthOfFieldShaker on your post processing volume.
  • Global PP Volume Auto Blend : tween a PostProcessing volume’s weight.
  • Lens Distortion : lens distortion on demand. You’ll need a MMLensDistortionShaker on your post processing volume.
  • PP Moving Filter : move a post processing filter in or out of the camera.
  • Vignette : control vignette parameters over time. You’ll need a MMVignetteShaker on your post processing volume.

Renderer

  • Flicker : lets you rapidly change the color of a material. By default this will control the target renderer’s shader’s Color value but the feedback also lets you specify your own if you want. Comes with flicker duration, octave and color control.
  • Fog : lets you animate the density, color, end and start distance of your scene’s fog
  • Material : changes the material of the target renderer everytime it’s played, out of an array of materials. You can swap them sequentially or randomly.
  • MMBlink : controls an MMBlink, letting you do advanced blinking behaviours.
  • Shader Controller : similar to the Float Controller, lets you control most settings of any shader. Will require a ShaderController component on your target.
  • SpriteRenderer : take control of a SpriteRenderer’s color and X or Y flip
  • Skybox : lets you assign a new material (at random or not) to change the scene’s skybox to a new one
  • TextureOffset : lets you control a target renderer’s material’s texture offset over time
  • TextureScale : lets you control a target renderer’s material’s texture scale over time

Scene

  • LoadScene : lets you load a destination scene using various methods, either native or using MMTools’ loading screens
  • UnloadScene : lets you unload a scene, specified either via its build index or name

TextMesh Pro

  • TextMeshPro Font Size : lets you modify the size of a TMP’s font over time
  • TextMeshPro Text : lets you modify the text of a target TMP text component
  • TextMeshPro Character Spacing : change horizontal spacing between characters in your TMP text over time
  • TextMeshPro Word Spacing : change horizontal spacing between words in your TMP text over time
  • TextMeshPro Line Spacing : change vertical spacing between lines in your TMP text over time
  • TextMeshPro Paragraph Spacing : change vertical spacing between paragraphs in your TMP text over time
  • TextMeshPro Color : change text color over time
  • TextMeshPro Outline Width : change a text’s outline width over time
  • TextMeshPro Outline Color : change a text’s outline color over time
  • TextMeshPro Dilate : will tweak the position of the text contour in the distance field
  • TextMeshPro Softness : will let you animate the softness of the text contour
  • TextMeshPro TextReveal : lets you reveal a target text character by character, word by word, or line by line, over time

Time

  • Freeze Frame : freeze the timescale for a short duration of your choice. Requires a TimeManager in your scene.
  • Time Modifier : complete control over time, slow it down, speed it up, with optional customizable interpolation. You can also trigger Change or Reset time modifications, letting you change the timescale to a new one indefinitely, or reset it to its previous value, respectively. Requires a TimeManager in your scene.

Transform

  • Position : lets you tweak the position of a transform over time with different modes : A to B will move the object from an initial to a destination position, at the specified speed, duration and acceleration. Along Curve will move the object along the defined curve, with remapped values, on any or all of the 3 axes. To Destination will move the object to the specified destination.
  • Rotation : lets you play with the rotation of a transform over time, packed with options. Similar to the position feedback, you can rotate an object in absolute mode, additive (adding to its current rotation at the start of the play), or to a defined destination.
  • Scale : lets you animate the scale of a transform over time. Comes with similar options and settings as the Position and Rotation feedbacks.
  • Wiggle : lets you play with rotation, scale and position over time. You’ll need an MMWiggle component on your target object for this to work.
  • DestinationTransform : lets you animate all properties (position, rotation, scale) of a transform to match a destination transform’s properties

URP Volume

All of these require their respective URP shaker on a Volume to function. Make sure you pick the URP versions of the shaders and feedbacks when working with URP, it won’t work otherwise.

  • Bloom URP : control bloom intensity over time
  • Chromatic Aberration URP : control the force of a chromatic aberration over time
  • Color Adjustments URP : lets you play with many color adjustments options : post exposure, saturation, hue shift, contrast…
  • Depth of Field URP : lets you control depth of field parameters over time
  • Global PP Volume Auto Blend URP : tween a PostProcessing volume’s weight
  • Lens Distortion URP : lens distortion on demand
  • Motion Blur URP : motion blur level over time
  • Panini Projection URP : tweak a panini projection’s distance and crop to fit over time
  • Vignette URP : control vignette parameters over time
  • White Balance URP : control white balance parameters over time

UI

  • ImageRaycastTarget : this feedback will let you control the RaycastTarget parameter of a target image, turning it on or off on play
  • CanvasGroup : lets you control a CanvasGroup’s alpha over time
  • CanvasGroupBlocksRaycasts : lets you turn the BlocksRaycast parameter of a target CanvasGroup on or off on play
  • Image : lets you play with the color of an Image over time
  • RectTransformAnchor : lets you control a RectTransform’s min and max anchor positions over time
  • RectTransformPivot : lets you control the position of a RectTransform’s pivot point over time
  • RectTransformOffset : lets you control the offset of the lower left corner of the rectangle relative to the lower left anchor, and the offset of the upper right corner of the rectangle relative to the upper right anchor
  • RectTransformSizeDelta : lets you animate the size of this RectTransform relative to the distances between the anchors, over time
  • Floating Text : lets you easily spawn floaty text (usually damage text, but not limited to that)
  • Text : lets you control the contents of a target Text
  • TextColor : lets you change the color of a target Text over time
  • TextFontSize : lets you alter the font size of a target text over time

Various

  • Light : complete control over a light’s intensity and color over time
  • Nice Vibrations Haptics : this feedback lets you play the NiceVibration haptic feedback of your choice. This requires you bought the NiceVibrations asset from the Unity Asset Store.

Debug

  • DebugComment : lets you store a text in its inspector, useful if you want to leave a note of why you setup a feedback a certain way, for example. Can optionnally output it to the console.
  • DebugLog : lets you output debug messages to the console, using different methods (MMDebug, warning, error, log, etc)

Want more?

The list is always growing, and suggestions are welcome, so don’t hesitate to drop me a line with your idea! There’s also a public contributions repository you can check, where you’ll find, among other things, feedbacks for DOTween or Unity’s 2D light system.