This seems to not be working for anymore, was there any changes/updates removing this feature? This used to work in the past.
yeah, was trying to use this feature as well but it seems like it no longer works ? very sad
It definitely works, albeit we are still on the old console API.
We want to improve this, it’s mostly a matter of priorities.
Here is how it works :
- put a localscript on the player (this is required since this has to run on the client)
- from that script, call HapticService:SetMotor(Enum.UserInputType.Gamepad1, Enum.VibrationMotor.Large, 1)
- the last value is the strength, set that to 0 to disable the vibration, e.g. with a wait(0.5)
Supported platforms include everything besides Mac basically.
You had linked my post so I got notified (I’m not lurking in the thread :p), but I have a working demo here, it’s uncopylocked. Tried just now on my 15 pro max and it works fine:
Yeah, good example.
As everybody said both the API and the documentation aren’t great, since this was written for XBox controllers. Depending on the platform you get a vastly different amount of motors etc. (e.g. most android phones have 1 motor, iOS phones 2, most tablets have 0, Xbox and PS controllers are different and so on).
For some odd reason, @7z99’s game work, however, on my game, after ~1.5 seconds, it would stop vibrating. Anything ran from
HapticService would not work. @7z99’s game works just fine, but mine doesn’t. I even went to check every script in the game that uses
SetMotor, disabled it, and tested your method of this:
I used a longer wait (because I wanted to see if it would even vibrate at all), but then I realized that it would stop vibrating by itself after 1.5 seconds. Even if you were to run
SetMotor again, it would not listen to it at all.
Even something like this would just not work:
RunService.RenderStepped:Connect(function() HapticService:SetMotor(Enum.UserInputType.Gamepad1, Enum.VibrationMotor.Large, 1) end)
I do not know why my game is the only game affected by this glitch, or how to even fix it. The game used to have its haptics work, but now it doesn’t. Also, when I left the game, I would feel the vibration for a split second before it cutting to Roblox’s home screen.
Oh yeah, by the way
your game isn’t uncopylocked
After further testing, I found out having Voice Chat enabled breaks this functionality.
My bad it should be uncopylocked now
This is spamming the event every render frame, which at best doesn’t do anything after the first frame and at worst will cause bugs because it doesn’t let the motors react. These haptics motors are not running in “real time”.
I only did this because it was not running at all, assuming another script is force fully ending it, so I was experimenting on what was causing the issue
EDIT: Just read @Rawblocky’s post… I feel like an idiot. My friend didn’t have voice chat, so it worked. @7z99’s game didn’t have voice chat enabled, so it worked. I had voice chat enabled, so it didn’t work. Haha, silly me.
I am having this exact issue. I was testing it on my friends iPhone 13 Pro Max, and it worked great. Then I tested it on my iPhone SE 2020, and nothing happened. Tested on friends phone again, but it still works.
But when I join @7z99’s game, both work perfectly. Why?
I literally copy-and-pasted the exact script from @7z99’s game. Nothing happened. This is so mind bogglingly confusing and frustrating. Not to mention it doesn’t even work for console controllers either.
Hi, everyone. We need some advice for our project the case is - Vibration feedback does not work at some iOS versions on iPhone . Long story short - vibration feedback works as intended in our game at android platform, ps and xbox too but it does not work at iOS version 14.4 or 16. Maybe someone have any idea how to fix problem like this?
Haptic feedback does not work for iOS 17. It works for iOS 16 though.
Haptic feedback works great on iOS 17 for me, but there is one big problem:
Voice chat breaks haptic feedback. For some reason, when voice chat is enabled, haptic feedback just doesn’t work. This is really annoying as I want to have both in my game.