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 Unity 6000.0.23f1 or higher (see the release notes to see which minimum version of Unity each version of Feel requires), create a new project, pick the “3D (Built-in Render Pipeline)” template
  2. via the Package Manager, 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 MMFPlayerDemo 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.

URP

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. To fix this in URP, all you have to do is unpack a .unitpackage, like so:

How to use Feel with URP?

  1. in Unity, create a new project using the URP template
  2. from the Package Manager, import the latest version of Feel
  3. (optional, only required for the demos) go to the Feel/FeelDemosURP folder, double click on the FeelDemosURP.unitypackage file you’ll find there, click the import button in the bottom right on the Import popup, this will setup all demos to work with URP
  4. that’s it, you can now use Feel with your URP project

HDRP

You’ll find a HDRP demo scene in the Feel/FeelDemosHDRP folder. For the other demos, the easiest solution is to add Feel to your project, and create a standard RP project to check out the demos. Alternatively, you can try converting its materials (or swapping their shader to a HDRP shader). Just keep in mind that Feel doesn’t do any rendering, so outside of demos, it’ll work the same on all RPs.

What’s the best way to update Feel from an old version to a new one?

Whatever you do, make sure you have a commit / backup to rollback to if a problem happens. Then, remove the old Feel folder, and import the new one.

If you don’t, due to the way the Asset Store importer works, some scripts may be duplicated, not removed, etc. Depending on what version you’re updating from, and what version you’re updating to, you may have some light refactoring to do. Make sure you check the release notes to see what changed and what may have an impact on your own code.

If you’re updating from a version older than 4.0, be aware that this update phases out the legacy MMFeedbacks component, and with it the auto updater that was active since the 3.0 days. Convert your MMFeedbacks before updating, if you’re still using any.

Can I import FEEL into other MoreMountains assets?

If you’re using the Corgi Engine, Infinite Runner Engine, Nice Touch or TopDown Engine, they already include MMFeedbacks and MMTools (or parts of them), the two main components of FEEL, so importing FEEL on top is usually not needed. If you decide to do so, some of the common libraries may be out of sync.

Make sure you always remove the oldest ones (remove the Feel folder if you had one, remove the MMFeedbacks and MMTools folders if you had them), import the new ones, and be prepared to refactor a few things. You can also simply uncheck the common libraries folders on import. Or just wait a little while for the next engine update.

Note that if you plan on using it with Highroad Engine, you’ll likely have some refactor to do, which isn’t recommended if you’re new to C#. They have some libraries in common and they’re out of sync at the moment. That will be fixed in upcoming updates to these two assets.

Input

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.