[Full Release] You can now publish Haptic Effects in your experience!

I’m having the same issue, it works on the test place, but does not work in my own Game, no idea why as I seem to be doing everything right example here

function UIAffects.FullClick()
	
	Sound:Play("FullClick", Workspace)
	
        Workspace.HapticEffects.UIClick:Play()
end

HapticEffect does not play at all on my phone, using iPhone 15 Pro

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I’m not sure if this still happens, but last I checked, haptic effects simply do not play if you have voice chat enabled on your account + game.

It doesn’t matter if you’re muted (for some reason), so try turning it off from settings and see if it works

@Fliktem because you were having this issue too

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Thanks for the reply. Yes it’s a known issue that when voice chat enabled. All haptics including native haptics on iOS won’t be triggered. We are working on a fix for that.
@Nogora22 @nebulimity Can you try @nebulimity’s suggestion and see if that helps?

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YAY! Thanks ROBLOX, it was annoying having to disable all my haptics cause joining crashed the game…

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It’s definitely because of that, hoping this can be fixed soon!

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I dont want to be rude here but uhh
Wasnt haptic feedback added like a bunch of times, then removed, then added back for mobile and controllers, and… removed? Was it an issue for Roblox to keep adding it or they didnt simply want it?

Respective events for whenever a haptic has looped and completed playing would be very useful.

Could you make the old system using gamepads still work? Lots of games were coded around it

Hi @omgcchheeessee We continue to support the existing functions in HapticService for developers who need low-level control. However, for most general use cases, we recommend using the new HapticEffect feature for easier integration.

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:warning: Due to unexpected issues, this beta is temporarily paused on Android devices. You can still add haptics in Studio, but when published, they will not work on Android. We will provide further information as soon as possible. We apologize for any inconvenience this may have caused and appreciate your patience as we fix these issues.

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I have two iPhones and noticed that only one was playing haptic feedback while the other wasn’t. Both phones were logged into different accounts, which helped me identify the problem.

After testing, I discovered that my “lclc332” account will not play haptics on either of my phones. When I logged into a different account on the problematic phone, the haptics started working normally.

I might be wrong but I think some accounts might be glitched and to get haptics to work try a different account.

Hello @greenworx,
Can you check your account settings/in game settings and make sure Haptics is turned on ?

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Is there a way to see this setting without haptic support? The only place I have seen the toggle in is the in-game settings menu, and it disappears when on a device with no support.

Maybe instead of hiding it, you can put a “:warning:” icon next to the haptic setting and when you hover over it will say “Setting for device vibrations. Your device is not supported.” that way we can still toggle it and more people will know it exists while still letting them know it doesn’t work on that device they are viewing on.

Most players don’t know what haptics are because haptics just don’t show up anywhere if not viewed on specific devices. I just find it a bit sad that most people don’t even know haptics exist when it can be a real game changer.

Edit: I found it in Device preferences.

The interesting part is that device preferences is at the bottom of the list and it is not included in this drop down menu. The haptics setting has to be the most hidden setting.

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Hey actually the issue was voice chat was enabled


Hey so is there any way I can access the waveforms of the default curves like UIHover, I can’t read them. (no permission)

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This is going to be pretty fun. I can imagine for my game, making a continuous low rumble when falling from the tallest heights of the tower will be pretty cool and memorable.

It seems like it loops as well which is cool, can you change the intensity mid-loop though? Or, at least, can you change the intensity in a way that lets it update next loop?

I was thinking about increasing vibration as the player falls from a great height, amplifying as they fall faster and faster to terminal velocity, which would be most effective if I could be changing the intensity of the vibration while maintaining the loop.

I’ll look into if this is possible later, but if a staff member has any thoughts on that, let me know.

Will games with voice chat enabled get access to this feature in the future? It seems that when most games are adopting voice chat this feature may become redundant otherwise.

hey, is there any news on this? it’s been disabled for a month, I wanted to use haptics in my game and dev console is still saying they’re disabled

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I tested my game on my phone today and, due to this issue (error shown in Dev Console), code errors, and that stops things running. I guess I can put a pcall, but I guess I’m more sharing that I’ve run into this impacting my game.

Any updates on this? It has been nearly 3 months since it was paused on Android.