In this video
- Events -> Tap -> Add action -> Feel Effect
- All eleven effects, each tapped in Play
- Intensity: subtle, normal, strong, huge
- Aim it at another object: a reward that shows where it went
- Two effects in one rule, and why a repeat restarts instead of piling up
- On top of a looping animation, always about the centre
- Three tips for taps that feel good
About this video
A tap that does nothing feels broken, and a tap that answers feels like a game. Feel Effect is an Events action that plays a short, springy effect on any object - a pop, a shake, a hop, a spin, a flash - without touching its animations. This tutorial builds a daily-chest card from scratch, adds a Feel Effect to a tap, and goes through all eleven effects live in Play, then intensity, targeting another object, stacking two effects and layering one over a looping animation.
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Transcript
A tap that does nothing feels broken. Watch the same chest with feel: it pops and flashes, the gem hops while it floats, and the coins celebrate when I collect.
That's the Feel Effect action. In the next few minutes: adding it to a tap, all eleven effects, intensity, aiming it at another object, and playing it on top of an animation.
This project started from scratch. Select the chest, open the Events tab, and add a Tap rule.
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Tap has its own Press feedback, a small dip under the finger. I'll leave it off, so you only see the effect.
Now Add action, and choose Feel Effect. It has three fields: which object, which effect, and how strong. Self means the chest itself.
Press Play, and tap. You can keep changing the effect while it plays, so let's go through all eleven.
Punch is the classic pop: a quick grow and settle. Use it on anything tappable.
Squash and stretch squeezes it wide, then tall. It feels soft and bouncy.
Jelly wobbles longer, like it's made of gel. Good for candy and slime.
Pulse is a heartbeat: two beats, the second one smaller. For something that wants attention.
Shake says no. A locked chest, or a wrong answer.
Wobble rocks it from side to side on its centre.
Bounce makes two hops, and lands with a little squash.
Spin turns it all the way round, and ends exactly where it started.
Tada is the celebration. It dips, grows and wiggles. Save it for a win.
Flash white lights it up for a split second, like a hit, or a pickup.
And Blink flickers it: a warning, or a timer about to run out.
Intensity has four steps: subtle, normal, strong and huge. Here's shake on subtle, and now on huge.
The target doesn't have to be the thing you tap. On the Collect label, a Tap rule with a Feel Effect aimed at the coin icon, and Tada, strong.
Tap Collect, and the coin counter celebrates. That's how a reward shows where it went.
Two different effects in one rule play together. Back on the chest, a second action: Flash white. Now the punch and the flash land at once.
Tap again in the middle, and the same effect restarts. It never piles up into something huge.
This gem already floats, on a loop from the Animate tab. Give it a Tap rule with Bounce.
Tap it. It hops, and the float carries straight on underneath. A feel effect always plays on top of the animation, and always around the object's centre.
It works on every trigger, not just Tap: a double tap, a hold, or something dropped on a target. And it plays the same in the exported ad.
Three tips. One: match the effect to the meaning. A pop for yes, a shake for no, a tada for a win.
Two: keep most taps on normal. Save huge for the one moment that matters.
Three: answer every tap. A tap that does nothing reads as a broken ad.
Next up: Light Effect, for glows, rays and shine in one object.
That's Feel Effect. See you in the next video!