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UGTK / Toolkit / MobileSystems / Vibration System

Vibration System (MobileSystems) — empty placeholder

Summary

⚠️ This module is an empty stub. The working vibration system is another one.

Use UtilitySystems/VibrationSystem instead: that one has the real Mn_VibrationManager singleton (light / medium / heavy pulses, custom durations, patterns, gamepad rumble) and Mn_SpatialVibrationEmitter for 3D directional haptics.

MobileSystems/VibrationSystem contains a single Mn_VibrationManager that is a bare MonoBehaviour with an empty Start and an empty Update. It has no field, no method and does nothing at all. It is reserved space for a future mobile-specific haptics layer.

Careful: this class has the same name as the working one (UGTK.MobileSystems.VibrationSystem.Mn_VibrationManager vs UGTK.UtilitySystems.VibrationSystem.Mn_VibrationManager). If Mn_VibrationManager in your scene does nothing, check which of the two you actually added — the namespace in the inspector's Script field tells you.


Content


Modules Dependencies

None — the assembly definition declares no reference.


Setup

Nothing to set up, and nothing to show in a GIF: the component has no behaviour. Do not add it to a scene expecting vibration.


How To Use

There is nothing to use. Import UtilitySystems/VibrationSystem and call:

Mn_VibrationManager.Instance.VibrateLight();
Mn_VibrationManager.Instance.VibrateMilliseconds(80);
Mn_VibrationManager.Instance.VibratePattern(new[] { 30, 50, 90, 60, 120 }, -1);

Testing Scene

Open Debug/MobileVibrationScene.unity. It holds one object, MobileVibrationManager, carrying this module's Mn_VibrationManager. There is nothing to press, and the inspector explains why.

The inspector warning that this component vibrates nothing

This component vibrates nothing. It is an empty placeholder, reserved for a future mobile-specific haptics layer that does not exist yet.

The trap it exists to warn about is the name. The working component is also called Mn_VibrationManager — same class name, different namespace, in UGTK.UtilitySystems.VibrationSystem. Add the wrong one and the game simply does not vibrate: no error, no warning, nothing in the console to look for. That is exactly the kind of silence that costs an afternoon, which is why the inspector says it out loud and offers a Remove this placeholder button.

Use the one in UtilitySystems/VibrationSystem: it exposes VibrateLight, VibrateMedium, VibrateHeavy, the patterns and the spatial vibration, and it is the one with a test scene worth opening.


Technical Info

Path Content
Scripts/Mn_VibrationManager.cs Empty MonoBehaviour in namespace UGTK.MobileSystems.VibrationSystem: empty Start, empty Update

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