Understand how and why to use the Haptics SDK for Unreal
Recognize common use cases for haptic feedback in VR applications
Understand the workflow for designing and integrating haptics with Meta Haptics Studio and Haptics SDK for Unreal
The Haptics SDK for Unreal enables you to incorporate haptic feedback into applications. It offers pre-built effects, customization options, and support for multiple hardware devices.
With the Haptics SDK for Unreal, you can integrate realistic vibrations on Meta Quest and other PCVR controllers by playing back haptic clips created with Meta Haptics Studio.
The SDK provides a unified API for using the same haptic clips on different types of controllers, automatically adjusting the vibrations to work best with each controller. This ensures that your haptic clips will have high-fidelity haptics for Meta Quest devices (PCM haptics) and will automatically switch to simple haptics (amplitude and frequency) for other PCVR devices or older Meta Quest devices.
Haptics can simulate walking on different terrains, enhance object interaction, or create a sense of weapon recoil, making gameplay feel more realistic.
In Asgard’s Wrath II, haptics enhance weapon interactions. The Bladed Bow of Alvida lets the player feel the weapon charge before releasing the arrow, demonstrating how haptics can build tension and reinforce in-game actions. The Asgard’s Wrath Sample pack provides these examples firsthand. Read more about the haptic design journey.
Improving accessibility and feedback
Haptics can provide feedback for interactions when visual or auditory cues are not available, helping users navigate complex menus or interfaces. Subtle vibrations can also reinforce spatial awareness and confirm user actions in virtual environments.
The SDK provides fine-grained control over haptic playback, allowing you to tune amplitude, frequency shift, and priority to meet the specific needs of your application.
How does the Haptics SDK for Unreal work?
The Haptics SDK enables you to create experiences that engage your users’ sense of touch.
It plays back haptic patterns in the .haptic format, making your controllers vibrate. The Haptics SDK for Unreal is powered by the open-source Haptics SDK. The SDK source code is available for reference.
After you assign the clip, the SDK automatically detects the controller type and adjusts vibrations accordingly. The resulting vibration pattern is sent to the controller.
.haptic clips
A .haptic clip is a pre-authored haptic pattern created in Meta Haptics Studio that can be played back on a controller. It encodes amplitude envelopes, frequency envelopes, and emphasis transients. Duration is derived from the last amplitude breakpoint in the clip rather than stored as a separate field.
Meta Quest controller compatibility
The performance of .haptic clips can vary depending on the controller used. Meta Quest 2 controllers have less advanced haptic actuators compared to Meta Quest Touch Pro and Meta Quest Touch Plus controllers. This means they only support a fixed vibration frequency. As a result, .haptic clips will be played with reduced vibration fidelity on Meta Quest 2 controllers, and users won’t feel frequency changes. The Haptics SDK takes care of these differences for you, ensuring a seamless experience across all controller types.
Haptics and audio
Haptic clips often work best when synchronized with audio events. This synchronization can strengthen the sense of presence in VR. When combining audio and haptic events, they should ideally be played simultaneously.
The Haptics SDK does not provide APIs for audio playback. Use Unreal Engine’s built-in audio system (such as UAudioComponent or the MetaSounds framework) to play audio alongside your haptic clips.