[1.1.0] : More Control, More Power, More Juice


Hey devs!

I'm excited to share a new update to FeelCraft — version 1.1.0 is live!


This version focuses on giving more control over how and when game feel effects are triggered and handled, along with better flexibility for real-time gameplay and performance optimization.

Here’s what’s new:

Breaking Changes

  • The method VariantDesactivated() has been removed. If you're using it, you'll need to migrate to the new system below.

Feel Component Improvements

- New Ways to Control Variants

  • DeactivateVariantByName
    End any variant by its name — super useful when you don’t have the ID on hand.

  • DeactivateVariantById
    End a specific variant using its unique ID (which ActivateVariant() now returns).

  • ActivateVariant() Power Parameter
    You can now scale the intensity of a Variant with a Power multiplier!
    Want to reverse an effect? Pass a negative value. Default is still 1.

Particle System Optimization

  • You can now pre-instantiate particles, which improves performance — especially useful when spawning lots of effects at once.

Variant Behavior Upgrades

- New Loop Modes:

  • LoopMode.Hold:
    Keeps the effect going until you explicitly end it (great for things like engine idle or hover states).

- New Termination Modes:

  • Return:
    Animates the object back to its original position before completing.

  • ReturnAndSelfDestruct:
    Same as above, but also tries to destroy the target after the return.

Taste System Tweaks

  • Tastes now support a Power multiplier just like Variants.
    You can now scale or invert their effect — useful for creating mirrored reactions or intensity-based feedback.

  • Added support for Power(Min/Max) caps to keep things stable and within expected bounds.

Why This Matters

This update gives you more precise control over what’s happening, especially in fast-paced or reactive gameplay situations. You can now:

  • Scale effects dynamically based on input or physics

  • Fine-tune looping behavior

  • Cleanly terminate effects when needed

  • Improve runtime performance for particle-heavy setups

Let Me Know What You Think

If you’re already using FeelCraft, I’d love to hear how this update helps your workflow. And if you haven’t tried it yet — now’s a great time! Your support helps me continue building and refining the tool, and I’ve got more features coming soon.

Thanks for reading — happy devving!

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