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UI Design

Controller vibration and haptic feedback design guide

Learn how to assign clear meaning to controller vibration across combat, movement, and UI so feedback feels useful instead of noisy.

公開日: 2026-07-07#Haptic Feedback#Controller Settings#UI Design#Beginner

Quick Start

Start with a tiny working version

Controller vibration looks like a small feature, but it strongly affects how impact, danger, and confirmation feel. It is also easy to get wrong.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

VibrationFeedbackTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float vibrationStrength = 1f;
    [SerializeField] private float vibrationSeconds = 2f;
    [SerializeField] private float cooldownSeconds = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

VibrationFeedbackTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "弱い振動" : step == 1 ? "強い振動" : "連続振動を抑える";
        if (statusText != null)
        {
            statusText.text = $"{label}\nvibrationStrength={vibrationStrength:0.##}\nvibrationSeconds={vibrationSeconds:0.##}\ncooldownSeconds={cooldownSeconds:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

VibrationFeedbackTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nvibrationStrength={vibrationStrength:0.##}\nvibrationSeconds={vibrationSeconds:0.##}\ncooldownSeconds={cooldownSeconds:0.##}";
        }
        Debug.Log($"コントローラー振動: {label}");

Complete script

VibrationFeedbackTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class VibrationFeedbackTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float vibrationStrength = 1f;
    [SerializeField] private float vibrationSeconds = 2f;
    [SerializeField] private float cooldownSeconds = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "弱い振動" : step == 1 ? "強い振動" : "連続振動を抑える";
        if (statusText != null)
        {
            statusText.text = $"{label}\nvibrationStrength={vibrationStrength:0.##}\nvibrationSeconds={vibrationSeconds:0.##}\ncooldownSeconds={cooldownSeconds:0.##}";
        }
        Debug.Log($"コントローラー振動: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

Learn how to assign clear meaning to controller vibration across combat, movement, and UI so feedback feels useful instead of noisy.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.