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Showcase Sample

Showcase is a collection of working implementation examples showing what you can build with the Hapbeat SDK. Rather than a step-by-step tutorial, it packs working structures, design intent, and use cases into a single scene. Use it not just to read, but as a starting point to explore, copy, and extend.

No XR device required — keyboard and mouse only.

Design philosophy: The idiomatic Hapbeat SDK approach is a declarative style where you wire Trigger components in the Inspector. Showcase follows this in every Zone. Scripts do nothing more than call Fire() / Stop() on a Trigger, or write to GainMultiplier — all haptic computation is delegated to the SDK.

Five zones are packed into one scene, with keys 1–5 switching between zones (ZoneSwitcher calls SetActive(false) on all zones except the current one). Each zone demonstrates exactly one haptic registration pattern.

ZonePatternDescription
Z1 Bowling LaneCollision Trigger (velocity-scaled)LMB launches a ball; hitting a pin triggers haptics
Z2 Swing DoorAnimator State BehaviourF key toggles Animator state Open / Close
Z3 Fishing RodSequence Trigger + Parameter BindingLMB hold attaches an object; swinging changes gain dynamically
Z4 Stream ConsoleUnityEvent Trigger (loop) + Tick EmitterSpace toggles streaming; Slider modulates gain / pan in real time
Z5 Charge & ShootUnityEvent Trigger + curve-driven GainMultiplierLMB hold to charge, release to fire, hit triggers a separate event

For wiring details of each zone (which GameObject holds which Trigger), see the Wiring Reference.

KeyAction
WASD / MousePlayer movement / look
TabCursor lock / unlock (release for UI interaction)
15Switch zones
QFire manual_fire event
PPing (displays RTT in HUD)
  1. In the Unity Editor: Window → Package Manager → Hapbeat SDK → Samples → Showcase → Import
  2. Open Assets/Samples/Hapbeat SDK/<version>/Showcase/Scenes/Showcase.unity
  3. Bring your Hapbeat device online via Studio or Helper, then hit Play

You can open the scene immediately after import. The EventMap, kit manifest, audio clips, and other assets are all bundled in the sample folder — no separate generation steps needed.

  • Walkthrough — Tips for experimenting, switching to Command mode, handling WASD conflicts, and troubleshooting
  • Wiring Reference — Per-zone wiring details (which GameObjects hold which Triggers / Bindings)
  • BatchSetup vs Script — When to use the component approach vs. the scripting approach