Gameptics 1.1.1
Gameptics (Game+Haptics) is a lightweight cross-platform haptics toolkit for Unity. Author haptic signals and sequences with duration, intensity and sharpness, then play them on iOS and Android.
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
 NSCG
 NGameptics
 NBackends
 CAndroidGamepticBackendImplements Android haptics using Vibrator and VibrationEffect. Supports amplitude-based playback on newer Android versions. Uses a micro-pulse waveform to approximate sharpness when available
 CIOSGamepticBackendImplements 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
 CNoopGamepticBackendProvides 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
 CGamepticUiBinderBinds 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
 CGamepticUiToolkitBinderBinds 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
 CGamepticUiToolkitClassNameHelperProvides 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
 CGamepticUiToolkitCustomBindingDefines 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
 CGamepticClassNameHelperProvides 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
 CGamepticManagerProvides 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
 CGamepticManagerSettingsGroups 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
 CGamepticPresetsProvides predefined haptic sequences. Presets are returned as new instances to avoid unintended shared-state mutations. Sequences can be modified after retrieval for contextual adjustments
 CGamepticSequenceRepresents 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
 CGamepticSequenceStepA single step of a GamepticSequence. Contains an optional delay before playing and the signal to play
 CGamepticSignalDescribes 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