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PLEASE READ THIS! I downloaded the asset and I don't have all the files / I don't see new features
First, start by making sure you're running the latest current and stable version of Unity, then try downloading the asset again.
Each version of Feel requires a specific Unity version, and if you're using a version that is older than the requirement, you won't be able to download it,
and you'll get an older version. That's normal, that's how the Asset Store works.
You can check what the requirements for each engine's version are on
the Releases page.
If you decide to update Unity or Feel to a newer version, make sure you remove the old version of Feel first, and whatever you do, make sure you have a backup to
roll back to if things go wrong. See the 1st page of the documentation for more on
how to update Feel.
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What can I do if I need help? Is there a support form? A discord?
It's always a good idea to ask for help if you're stuck with some problem. You can use the form right above this FAQ, or you can join the discord community (the link is at the top of this page, and
also right here).
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Do I need to buy this if I already own TopDown Engine or Corgi Engine?
Feel is made of MMFeedbacks, MMTools, Nice Vibrations, and 20+ demos. The TopDown Engine and Corgi Engine both include MMFeedbacks and MMTools. If you also want Nice Vibrations, or the 20+ dedicated demos, then you may want to consider buying Feel. If you do, it'll come at a discount price. Note that assets are often not in sync between each other, Feel getting new features first, and then TopDown and Corgi Engine getting them on their own next update.
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Will this work on mobile? In VR? On Switch? On other platforms?
The short answer is yes, Feel works on all platforms Unity supports.
Feel's scripts are well optimized, and come at as low a cost as possible.
That said, Feel targets native APIs and systems in Unity, and doesn't change their cost. So typically, post processing effects will be costly on mobile, regardless of whether you use Feel or not. Feel won't prevent you from using feedbacks to instantiate a billion particle systems if you want to, but for sure this won't work well on Switch. And so on. So really the question you should ask yourself is what you plan on using Feel with. Make sure you have a frame budget, and the things you have Feel act upon fit within that budget.
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Does this asset support Android's 16kb page sizes requirement?
Yes it does, support for it got added back in v5.6, in June 2025. Note that v5.6 requires Unity 6000.0.23f1 or higher. If somehow your project is stuck on a deprecated version of the Unity editor (LTS support for 2022.x ended in May), you can create a new empty project in 6000.0.23f1 or higher, import the latest version of Feel there, and backport only the LofeltHaptics.aar file to your project, it will work on 2022 as well. If you need any help with that, don't hesitate to use the contact form above this FAQ section.
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I just bought the asset, what do I do now?
You should start by checking
this documentation. Then go
ahead and add vibrations to your own game!
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What’s the best way to update Feel from an old version to a new one?
Whatever you do,
make sure you have a commit / backup to rollback to if a problem happens. Then, remove the old Feel folder, and import the new one. If you don’t, due to the way the Asset Store importer works, some scripts may be duplicated, not removed, etc. Depending on what version you’re updating from, and what version you’re updating to, you may have some light refactoring to do. Make sure you
check the release notes to see what changed and what may have an impact on your own code.
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Can I use the visuals and code in this asset to create a game and sell it on the App Store?
Of course you can, that's the whole point of this asset. As long as you've purchased the asset, you're free to use
its contents in any way you like. As for any other Unity Asset Store asset though, you don't have the right to
redistribute its contents in another asset (don't sell the code).
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Can you please help me code that feature I'd really like?
I can answer your questions, and I'm always happy to do so, but no, I won't have time to code that feature for you.
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When will you release that feature on your roadmap that I really want? And when is the next release?
The answer to both of these questions is "when it's done". I only release new features after they've been
thoroughly tested, and so I'd rather not give release dates. I encourage people to buy the asset for the features that are already in it, not for what may or may not come.
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The asset is not working with my phone / tablet / gamepad / weird device!
The asset supports most common devices and controllers. Yours is probably less common. You might want to check
online, people in the same situation may have found a solution.
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What programming language is the asset written in?
C# (and ObjectiveC for the iOS interface)
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Is Feel the new version of Nice Vibrations?
No, it's not. Feel existed before NV. NV was a separate asset that came after, and focused only on haptics. At the time NV was in active development, it was also included in Feel as a gift to Feel users. NV got deprecated in 2022, and is now open source. It's still also part of Feel, which comes with dedicated feedbacks to use NV with the MMFeedbacks system. Feel is not the new version of NV, it just includes it for retrocompatibility reasons and to avoid breaking user projects. You can of course buy Feel and use NV, or you can grab it from its
repository and target its API directly, without feedbacks.
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Can I just compile the asset and upload it without changing anything to Google Play, Steam Greenlight or the Apple Store?
Well no you can't. Although this sounds like a genius masterplan, I'm afraid it's not legal. Be imaginative, create your own game. Of course you can use the asset as a basis, that's what it's for.
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I really love the asset, is there any way I can help?
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Who are you? What is More Mountains?
My name is Renaud Forestié, I'm a French game designer from Montreal, Canada.
I also do
illustration work and I'm available as
a
freelance. I founded
More Mountains, my creative studio, in 2015, after
15 years spent as a freelance art director and game designer.