| NSCG | |
| NGameptics | |
| NBackends | |
| CAndroidGamepticBackend | Implements Android haptics using Vibrator and VibrationEffect. Supports amplitude-based playback on newer Android versions. Uses a micro-pulse waveform to approximate sharpness when available |
| CIOSGamepticBackend | Implements iOS haptics using a native Objective-C backend. Uses CoreHaptics when available and falls back to UIKit generators otherwise. Curve playback is delegated to the native layer when supported |
| CNoopGamepticBackend | Provides a no-op backend for unsupported platforms. This implementation never plays and always reports no support. It allows calling code to avoid platform checks |
| NUI | |
| CGamepticUiBinder | Binds a Canvas UI Selectable interaction to a Gameptics preset, signal, or sequence. Add this component to the same GameObject as the target selectable. Playback can be triggered on pointer click or immediately on pointer down |
| NUIToolkit | |
| CGamepticUiToolkitBinder | Binds Gameptics playback to UI Toolkit elements by USS class name. Add this component to the GameObject with a UIDocument or PanelRenderer, or to any child object under that UI hierarchy. Built-in bindings use classes named gameptics-{preset}, where the preset part is lowercase kebab-case such as gameptics-selection, gameptics-light-impact, or gameptics-sad-trombone |
| CGamepticUiToolkitClassNameHelper | Provides a UI Toolkit facade over the core Gameptics class-name helper. Preserves the original string API for backward compatibility. Adds VisualElement-specific class inspection and mutation helpers on top |
| CGamepticUiToolkitCustomBinding | Defines a user-configured UI Toolkit class binding. Each entry matches one exact USS class name on a VisualElement. The selected payload is played when the configured press event is received |
| CGamepticClassNameHelper | Provides canonical Gameptics class-name formatting and preset-name resolution. Keeps all class-list string operations in one source-agnostic place. Stays independent from any concrete UI framework |
| CGamepticManager | Provides a single entry point for triggering haptic feedback. Owns enabled state, cooldown, cancellation policy, and backend selection. Creates an instance automatically when first accessed via Instance |
| CGamepticManagerSettings | Groups global haptics settings used by GamepticManager. Designed to be serialized on the manager and edited in the inspector. Settings include persistence, cooldown, and curve sampling preferences |
| CGamepticPresets | Provides predefined haptic sequences. Presets are returned as new instances to avoid unintended shared-state mutations. Sequences can be modified after retrieval for contextual adjustments |
| CGamepticSequence | Represents a sequence of haptic steps played in order. Each step contains an optional delay and a GamepticSignal. The runtime may interpret the sequence as repeated pulses or a short pattern |
| CGamepticSequenceStep | A single step of a GamepticSequence. Contains an optional delay before playing and the signal to play |
| CGamepticSignal | Describes a single haptic signal request. Provides duration, intensity, and sharpness, with optional curves over normalized time. This type is platform-agnostic and can be interpreted by runtime backends differently |