⚡ 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 Engineon or off, - Get the specific
Pulse Enginestatus, or - Run that engine
🧩 Node Reference Table
| Node Name | Functionality |
|---|---|
| Named Pulse Engine | The primary event-listener node; broadcasts a recurring signal at a defined frequency. |
| Set Pulse State | Turn the engine on or off. |
| Get Pulse Status | Check the engine status. |
📋 Integration Workflow
To implement a rhythmic feedback loop:
- Register: Use the Named Pulse Engine node in your graph. Assign a unique “Engine Name” (e.g.,
Heartbeat) to define the listener. - Configure: Set the
Interval(frequency) andHaptic Style(intensity) inputs to define the pulse characteristics. - Control: Use Set Pulse State to start, stop, or pause the engine based on gameplay events (e.g., stopping the
Heartbeatwhen a player dies). - 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.