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 toGainMultiplier— all haptic computation is delegated to the SDK.
Structure
Section titled “Structure”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.
| Zone | Pattern | Description |
|---|---|---|
| Z1 Bowling Lane | Collision Trigger (velocity-scaled) | LMB launches a ball; hitting a pin triggers haptics |
| Z2 Swing Door | Animator State Behaviour | F key toggles Animator state Open / Close |
| Z3 Fishing Rod | Sequence Trigger + Parameter Binding | LMB hold attaches an object; swinging changes gain dynamically |
| Z4 Stream Console | UnityEvent Trigger (loop) + Tick Emitter | Space toggles streaming; Slider modulates gain / pan in real time |
| Z5 Charge & Shoot | UnityEvent Trigger + curve-driven GainMultiplier | LMB 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.
Global Controls
Section titled “Global Controls”| Key | Action |
|---|---|
WASD / Mouse | Player movement / look |
Tab | Cursor lock / unlock (release for UI interaction) |
1–5 | Switch zones |
Q | Fire manual_fire event |
P | Ping (displays RTT in HUD) |
Getting Started
Section titled “Getting Started”- In the Unity Editor: Window → Package Manager → Hapbeat SDK → Samples → Showcase → Import
- Open
Assets/Samples/Hapbeat SDK/<version>/Showcase/Scenes/Showcase.unity - 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.
What to Read Next
Section titled “What to Read Next”- 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