⚡ Pulse Engine Node Library

The Pulse Engine provides a rhythmic, event-driven system for continuous tactile feedback. Unlike single-shot triggers, these nodes manage looping haptic patterns that run in the background, perfect for ambient feedback like heartbeats, engine vibrations, or persistent warning signals.

  • Switch the specific Pulse Engine on or off,
  • Get the specific Pulse Engine status, or
  • Run that engine

🧩 Node Reference Table

Node NameFunctionality
Named Pulse EngineThe primary event-listener node; broadcasts a recurring signal at a defined frequency.
Set Pulse StateTurn the engine on or off.
Get Pulse StatusCheck the engine status.

📋 Integration Workflow

To implement a rhythmic feedback loop:

  1. Register: Use the Named Pulse Engine node in your graph. Assign a unique “Engine Name” (e.g., Heartbeat) to define the listener.
  2. Configure: Set the Interval (frequency) and Haptic Style (intensity) inputs to define the pulse characteristics.
  3. Control: Use Set Pulse State to start, stop, or pause the engine based on gameplay events (e.g., stopping the Heartbeat when a player dies).
  4. Monitor: Use Get Pulse State to verify if a pulse is active before updating associated UI elements.

⚠️ Technical Notes

  • Domain Resilience: The engine uses a static dictionary registry that automatically handles Domain Reloads, ensuring your pulse states persist correctly across Unity Editor play mode sessions.
  • Performance: By utilizing the EventBus, these nodes decouple the feedback loop from your main logic, ensuring that high-frequency pulsing does not block the main execution thread.
  • Naming Convention: Always use unique, descriptive names for your engines to prevent signal collisions across different objects in your scene.

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