What haptics do in a game
Haptics are part of game feel. Used well, they make hits land, controls feel physical and feedback readable without looking. In practice they fall into three groups:
- Impacts: collisions, landings, hits, shots. Short and strong.
- Ongoing states: engines, rumbling ground, rain, charging abilities. Sustained and shaped over time.
- Interface: menu selection, purchases, level complete. Small and consistent.
Each group maps onto the two Core Haptics building blocks: transient events for instants, continuous events for durations. If those are new to you, transient vs continuous haptics explains intensity and sharpness in detail.
Pattern recipes for common game moments
| Moment | Event types | Feel |
|---|---|---|
| Light hit or footstep | One transient, medium intensity, high sharpness | Quick, precise tick |
| Heavy landing | Strong low-sharpness transient plus a short fading continuous | Thud with weight |
| Gunshot | Strong sharp transient, very short continuous tail | Crack, then nothing |
| Explosion | Strong transient, then a long continuous with falling intensity | Hit and rolling rumble |
| Engine or motor | Looping continuous, intensity driven by speed | Steady hum that rises |
| Charge-up | Continuous with rising intensity, ending in a sharp transient | Build and release |
| Menu selection | Light transient, high sharpness | Subtle click |
| Reward or level complete | Three or four transients in a rising rhythm | Small celebration |
These are starting points. Tune them in context, next to the animation and the sound.
Rules that keep game haptics feeling good
- Budget your haptics. If every bullet, step and coin vibrates, nothing stands out and the hand gets tired. Pick the events players most need to feel.
- Sync with audio and animation. A tap that lands a few frames off reads as lag.
- Scale with distance and importance. The same explosion should feel weaker far away. Dynamic parameters such as intensity control let one pattern cover many distances.
- Fade, do not cut. Continuous rumble that stops abruptly feels like a bug.
- Give players a switch. Add a haptics toggle in settings, and treat haptics as a supplement, never the only cue.
Core Haptics in an iOS game: the technical side
- One engine, started early. Create a
CHHapticEngineat launch or level load, start it, and keep it around. Recreating it per event adds latency. - Preload patterns. Parse AHAP files and create players before the moment you need them.
- Use advanced players for live control.
CHHapticAdvancedPatternPlayersupports looping and dynamic parameters, which suits engines and charge-ups. - Handle interruptions. Set the engine’s stopped and reset handlers. Games are backgrounded constantly, and the engine must restart cleanly.
- Check capabilities. iPad, Mac and the Simulator cannot play Core Haptics on the device itself, so skip device haptics there. Game controllers are a separate case: the GameController framework can drive a supported controller’s haptics through Core Haptics.
AHAP as a portable game asset
Treating haptic patterns as files, not code, changes how a team works:
- Designers own the feel. They edit an AHAP file and drop it into the project.
- Programmers own the triggers. Code says “play
landing_heavy”, not what that feels like. - Patterns live in version control next to sounds and sprites, with readable diffs.
- Engines and tools that read AHAP can share the same files.
A workflow with designers using Haptic Forge
Haptic Forge, my visual Core Haptics editor for iPhone, iPad and Mac, is built for this split. A designer can:
- Start from sound. Import the game’s sound effect and get taps on the beats and rumble through steady stretches, as described in generating haptics from audio.
- Shape it. Every pattern is a stack of layers on one timeline: continuous layers ramp, hold and fade; transient layers are crisp taps.
- Feel it live. Working on Mac or iPad, a paired iPhone plays each edit.
- Organize it. Group patterns into collections, mark favorites, and sync the library through iCloud across devices.
- Ship it. Export standard
.ahapfiles for the game project. Existing AHAP files from earlier work import as editable layers.
It is a one-time purchase with no subscription, no ads and no account, for iPhone, iPad and Mac on OS 26 or later.