--- generated_by: gdlink-build generated_at: 2026-06-23T12:34:28Z do_not_edit: true title: Vibration brick_type: executor tier: Basic generated: true --- # Vibration **Category:** Executor **Tier:** Basic ## Purpose Triggers gate/gamepad rumble for tactile feedback. ## Visual Reference ```{raw} html
As added to your scene
Vibration brick as it appears in the GDLink editor
``` ## When To Use **1. Weapon Fire** ``` Keyboard Listener (Key: "Space", Tap: true) -> AND Gate -> Vibration Executor (Pattern: Pulse, Intensity: 0.7, Duration: 0.1) -> Sound Executor (Play: "gunshot.wav") ``` Short vibration on each shot. **2. Explosion Impact** ``` Collision Listener (Group: "explosives") -> AND Gate -> Vibration Executor (Pattern: Ramp Down, Intensity: 1.0, Duration: 0.5, Strong: 1.0, Weak: 0.5) ``` Heavy rumble that fades. **3. Low Health Heartbeat** ``` Property Listener (Global "health" < 20) -> Always Listener (Pulse: 1 second) -> AND Gate -> Vibration Executor (Pattern: Pulse, Intensity: 0.3, Duration: 0.15) ``` Rhythmic pulse when low health. **4. Driving Engine** ``` Property Listener (Global "engine_on" == true) -> Always Listener -> AND Gate -> Vibration Executor (Pattern: Continuous, Intensity: 0.4, Duration: 0.1, Strong: 0.6, Weak: 0.2) ``` Continuous engine rumble (retriggered every 0.1s). **5. Charging Attack** ``` Keyboard Listener (Key: "C", Hold: true) -> AND Gate -> Vibration Executor (Pattern: Ramp Up, Intensity: 0.8, Duration: 2.0) ``` Vibration intensifies as attack charges. ## Runtime Behavior **Executes**: Sends vibration command to game gate ```{raw} html
Generated UI Mockup — showing expanded properties
Vibration
-
x
Name:
Label this brick...
Target:
Gamepad
Device:
0
v
Pattern:
Pulse
Intensity
0.5
v
Duration
0.2
v
Verbose
``` ## Properties | Property | Type | Default | Notes | |---|---|---|---| | Target | option | Gamepad | Gamepad: rumble a connected controller. Handheld: vibrate the phone (Android native + Web via navigator.vibrate). iOS Safari does not support web vibration. | | Device | int | 0 | Gamepad device ID (0 = first connected gamepad) | | Pattern | option | Pulse | Pulse: fire once per activation \| Continuous: re-trigger every tick while gate is active | | Intensity | float | 0.5 | Vibration strength (0.0-1.0). Ignored when Target=Handheld (browser/OS controls amplitude). | | Duration | float | 0.2 | How long to vibrate in seconds | | Verbose | bool | False | Log vibration dispatch to console (controlled by ladybug button) |