# Haptics for various platforms

**URL:** https://qa.fmod.com/t/haptics-for-various-platforms/24532
**Category:** FMOD Studio
**Tags:** unity
**Created:** [September 24, 2026, 9:03am UTC](https://qa.fmod.com/t/haptics-for-various-platforms/24532 "2026-09-24T09:03:47Z")
**Posts on this page:** 1
**Page:** 1

<div class="post-metadata">

### Author: ![Sadcatstudios](https://avatars.discourse-cdn.com/v4/letter/s/48db29/32.png) [@Sadcatstudios](https://qa.fmod.com/u/Sadcatstudios)
#### Post date: [September 24, 2026, 9:03am UTC](https://qa.fmod.com/t/haptics-for-various-platforms/24532/1 "2026-09-24T09:03:47Z")

</div>

Hey, we’ve been using new FMOD haptics instrument for a while. There are several things that we’d like to imrpove (like no option of turning off async playback of haptic clip), but that’s for later.

My question is: is there an optimal way to optimize those haptics for basic controllers, e.g. Xbox gamepads? Whenever haptic instrument is played, it’s rich and nuanced on PS5 controller, while Xbox is just blasting rumble at full power. I presume it’s because of the nature of the built-in rumble motors.

Is there a way to do this adjustment without copying every instance of haptic to built-in Unity solution? Maybe adjusting rumble level multiplier if specific controller is detected? E.g. PS5 is 1, while Xbox is 0.2?

Just in case: we’re interested not only in platform-specific scenario, but also when user uses different gamepad on their PC.

Any help is appreciated!
