# Controlling Haptics via code

**URL:** <https://qa.fmod.com/t/controlling-haptics-via-code/24247>\
**Category:** Unity\
**Tags:** unity\
**Created:** [May 8, 2026, 12:35pm UTC](https://qa.fmod.com/t/controlling-haptics-via-code/24247 "2026-05-08T12:35:17Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [May 12, 2026, 2:54am UTC](https://qa.fmod.com/t/controlling-haptics-via-code/24247/2 "2026-05-12T02:54:07Z")

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Hi,

Thank you for sharing the information.

> [@mahdijeddi](#):
>
> One issue we have is how to implement a way to give player option to turn it off or lower the power. Also when game gets paused we set the buses to paused, but this doesn’t seem to stop the haptics effects that are already playing. Is there any way to pause or “mute” haptics via code?

For now the best workaround would be to control the haptics intensity through a global parameter.

For example, you could create a global continuous parameter such as `HapticIntensity` and use it to automate the Left/Right intensity of your Haptics Instruments.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/1/19e49878c2430b28b7b65b7b29cc02230b66e6b4.png)  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/900e13e350cabaeccdee5c69e0bac3b5e91b3b86.png)

Then in Unity, you can set the value via [Studio::System::setParameterByName](https://fmod.com/docs/2.03/api/studio-api-system.html#studio_system_setparameterbyname)

When the game is paused, set this parameter to 0, then restore it to the player’s selected value when the game is unpaused.

This should allow you to handle both the player vibration strength option and the pause menu case for any haptics clips using that global parameter.

Hope this helps! Let me know if you have more questions.

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_[View the full topic](https://qa.fmod.com/t/controlling-haptics-via-code/24247)._
