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Haptics for mobile and AR

On this page, you can find all the documentation for Haptics for mobile and AR.

Interhaptics Mobile is designed to integrate Haptics for IOS and Android.
Our package lets you design haptic feedback for smartphone applications for both IOS and Android. Enhance your mobile AR apps and mobile games with high fidelity haptics.

Setup and Installation


Direct purchase:

 

  • Go on the Haptics for mobile and AR page and scroll to the "end" of the page. Choose your plan between personal and enterprise and click on "subscribe".
  • Create your account by signing in with your email address or directly with your Google account.


Once registered, you will receive a 4-digit verification code via email to validate the account.

  • Login to your account and get access to your subscription. You can find all the subscription information as your selected package or your license key. Click on “launch download” to download your Interhaptics Package.



  • The Haptics for mobile and AR package includes all the unity packages and the Haptic Composer installer.


 


  • Install your package on your computer. During the installation of the Haptics Composer, your license key will be asked, you can find it on your subscription page.
  • Import your packages on Unity.



Interhaptics 30 days Trial.


Here are the steps:

 

 


  • Fill in the Registration Form including a valid email and click on « Submit ».
    For new users, proceeding with Google Login will automatically grant them a 1-month free trial of Haptics for VR & MR.
  • Check your inbox and copy-paste the 4-digit verification code sent via email.


 

 

  • Choose a password. Your one-month free trial is activated once you sign in to Interhaptics.

  • Login to your account and get access to your subscription. You can find all the subscription information as your selected package or your license key. Click on “launch download” to download your Interhaptics Package.

  • The Haptics for VR and MR package includes all the unity packages and the Haptic Composer installer.


 

  • Install your package on your computer. During the installation of the Haptics Composer, your license key will be asked, you can find it on your subscription page.
  • Import your packages on Unity.


Tutorials

Check out our Haptics for mobile and AR tutorials covering the basics of developing interactive and haptics-enabled mobile and VR/MR content using Interhaptics and Unity.

Compatibilities

Supported Game Engines
  • Unity 2018.4.0 LTS until 2020.2



Supported OS
  • Windows 10 version 1903 and more



Supported Mobile OS
iOS
Android

  • 6S
  • 6S+
  • 7
  • 7+
  • 8
  • 8+
  • X
  • XS Max
  • XR
  • 11
  • 11 Pro
  • 11 Pro Max
  • SE (2nd Gen)
  • 12
  • 12 Mini
  • 12 Pro
  • 12 Max
  • 4.4W or more
 

Planned Compatibilities
  • Unreal Engine

Tools

The haptics for VR and MR package is supplied with the following tools:

Scripts

Interhaptics Mobile is designed to integrate Haptics for IOS and Android. Three scripts are used for this purpose : MobileHapticsStiffness, MobileHapticsTexture and MobileHapticsVibration. These scripts represent a Handler for each perception.


MobileHapticsStiffness, MobileHapticsTexture, and MobileHapticsVibration are inherited from the same abstract class AMobileHapticsReader, the way to use them remains the same for each.



  •  Add them to a GameObject
  • Add preloaded material (materials that are loaded on Awake) into the array shown on the inspector.
  • Call one of the public Play functions contained in the concerned haptics perception handler (MobileHapticsStiffness, MobileHapticsTexture, or MobileHapticsVibration).

Note 1: The public play functions common parameter for each is the index. This index represents the index of the material from the loaded materials List.

Note 2: If you want to add materials at runtime, you have to create a class that inherits from AMobileHapticsReader and call the protected function AddMaterial(TextAsset material).


Important: The loaded materials List is different than the preloaded materials Array (that you can see on the inspector). If you modified the materials loading process, the index can be different than the index of the preloaded materials array, otherwise, it remains the same.


Note 3: If you want to retrieve the index of material from your perception handler’s loaded materials List, you can use the public function.

public bool GetIndexFromTextAsset(TextAsset material, out int index)

Note 4: You can add each perception handler on the same GameObject.

Note 5: You can’t add multiple handlers of the same perception on the same GameObject.


Here is the sample scene located in the MobileHaptics package. It contains three points of interaction. A button plays a vibration on click, a textured slider plays a texture on drag and a stiffness slider plays the stiffness on interaction.

Note: Stiffness is only working on IOS





1- MobileHapticsVibration


On the GameObject Handler, a MobileHapticsVibration handler is added. A material that contains a vibration perception is assigned to its array of preloaded materials.

MobileHapticsVibration contains one public method:

  • public void PlayVibration(int index): Play the vibration perception of the material.

To call the vibration when the button is clicked, we have to call the function PlayVibration(0)because we only have one material set on the MobileHapticsVibration Handler.






2 - MobileHapticsTexture


On the GameObject Handler, a MobileHapticsTexture handler is added. A material that contains a texture perception is assigned to its array of preloaded materials.

MobileHapticsVibration contains two public methods :

  •  public void PlayTexture(int index, float distance): Play the texture perception of a material based on its length.
  • public void PlayTexture01(int index, float distance01): Play the texture perception of a material based on its normalized distance (between 0 and 1).

To call the texture when the slider value changed, we have to call the function PlayTexture01(0sliderValuein the case of the slider value is clamped between 0 and 1. That allows us to play the whole texture from its beginning (0) to its end (1).

For this purpose, an example script is located in the package: TextureSlider.




This script requires a Slider script.


It takes two parameters:

  • The index of the material to play.
  • The MobileHapticsTexture handler.

3-MobileHapticsStiffness


 





Important: only working on IOS

Note 1: The stiffness perception length is always clamped between 0 and 1.

MobileHapticsVibration contains one public method:

  • public void PlayStiffness(int index, float distance): Play the texture perception of a material based on its length.

Note 1: The stiffness perception length is always clamped between 0 and 1.

To call the stiffness when the user is interacting with the slider, we have to call the function PlayStiffness(0sliderValueon the update, using the slider value clamped between 0 and 1.

For this purpose, an example script is located in the package: StiffnessSlider.




This script requires a Slider script.

It takes two parameters:

  • The index of the material to play.
  • The MobileHapticsStiffness handler.
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