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 Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CSCG.Gameptics.GamepticClassNameHelperProvides 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
 CSCG.Gameptics.GamepticManagerSettingsGroups 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
 CSCG.Gameptics.GamepticPresetsProvides predefined haptic sequences. Presets are returned as new instances to avoid unintended shared-state mutations. Sequences can be modified after retrieval for contextual adjustments
 CSCG.Gameptics.GamepticSequenceRepresents 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
 CSCG.Gameptics.GamepticSequenceStepA single step of a GamepticSequence. Contains an optional delay before playing and the signal to play
 CSCG.Gameptics.GamepticSignalDescribes 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
 CSCG.Gameptics.UIToolkit.GamepticUiToolkitClassNameHelperProvides 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
 CSCG.Gameptics.UIToolkit.GamepticUiToolkitCustomBindingDefines 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
 CIDisposable
 CIPointerClickHandler
 CSCG.Gameptics.UI.GamepticUiBinderBinds 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
 CIPointerDownHandler
 CSCG.Gameptics.UI.GamepticUiBinderBinds 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
 CMonoBehaviour
 CSCG.Gameptics.GamepticManagerProvides 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
 CSCG.Gameptics.UI.GamepticUiBinderBinds 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
 CSCG.Gameptics.UIToolkit.GamepticUiToolkitBinderBinds 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