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。
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。
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。
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
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.
Read next
ARTBrowse English articlesReturn to the English article index and choose the next topic by engine, tag, or workflow.CMPCompare game enginesCheck Unity, Unreal Engine, Godot, and Roblox from a beginner-friendly English comparison view.HOMEEnglish learning homeGo back to the English top page for tutorials, glossary entries, news, and learning routes.
Related guides
SYSThreat indicator and aggro readability design guideA practical guide to showing who enemies are targeting and where immediate danger is pointing without flooding the screen.MAPCapture point, overtime, and score visibility design guideA practical guide to making ownership, progress, score flow, and overtime rules easy to read in control-based game modes.
