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Thump
Thump is a zero-allocation, physics-driven impact feedback ("game feel") framework for Unity.
A single call, `ThumpEngine.Hit(target, direction, force)`, drives squash and stretch, hit stop, camera shake, screen effects,
audio and haptics, and everything can be previewed, scrubbed and painted in the Scene View without entering Play Mode.
Features:
- 💥 One-line impacts: `ThumpEngine.Hit(target, direction, force)` triggers every effect on the target, its parents and the scene.
- 🌀 Exact spring physics: closed-form damped springs that are frame-rate independent and unconditionally stable, tuned by frequency and damping ratio.
- 🫧 Volume-preserving squash & stretch along any impact direction, plus positional punch and rotational punch about the impact's lever arm.
- 🎛️ Five built-in presets: Snappy, Heavy Thud, Gelatinous, Rigid and Explosive, with shareable preset assets.
- ⚪ Material flash and silhouettes through `MaterialPropertyBlock`s, with no material instances.
- ⏸️ Hit stop: global freeze frames, local freezes (Animators, particles and rigidbodies, with jitter), or both, merged by priority.
- 📷 6-DOF camera shake: Perlin translation and rotation with priority blending, distance falloff and per-object shake emitters.
- 🔭 Lens kick: spring-driven field-of-view kick and a chromatic aberration burst.
- 🌊 Screen-space shockwaves: radial distortion rings from world-space impacts.
- 🟥 Directional damage vignette: screen edges pulse toward the source of each hit on the player, even from behind.
- 🔢 Floating damage numbers: pooled, spring-popped text with critical styling, facing the impact, a fixed direction or the camera.
- 🔊 Impact audio: random clips without repeats, pitch variance, force-scaled volume and rapid-fire ducking on a voice pool.
- 🎮 Gamepad rumble: impact force mapped onto low- and high-frequency motors through the Input System.
- 🧱 Physics-driven impacts: collision triggers turn contacts into impacts using relative speed and the contact normal.
- 📣 UnityEvents and C# events for designer-friendly reactions such as hits, heavy hits and critical hits.
- ♿ Accessibility toggles: global switches and multipliers for freeze frames, rumble and screen shake.
- ⚡ Zero steady-state allocations: fixed pools, struct data and pre-allocated dispatch buffers.
- 🎲 Deterministic: a seeded random generator that never touches `UnityEngine.Random`, for exact replays.
- ♻️ Pooling-friendly: `ThumpEngine.ResetTarget` returns any object to its rest state before reuse.
- 🧩 Modular assemblies: camera, screen, audio and haptics modules can be removed independently.
- 🪝 Fully moddable: `ActionRef` hooks on the engine, every receiver and every manager modify or veto behavior without subclassing.
- 🔌 Adapters replace time scale, rendering, haptics and lens effects for any platform, pipeline or package.
- 🎬 Scene View preview: hit objects outside Play Mode with Play, Pause, Reset and 0.1x to 1x slow motion.
- ⏱️ Deterministic scrubbing: a timeline that always lands on the exact same frame.
- 🖌️ Hit Painter: click objects in the Scene View to layer timed hits, each one an Undo step.
- 👻 Spring ghost trail and peak bounds: see the predicted motion and peak squash and stretch before you hit Play.
- 🎯 Impulse handle: drag an arrow to set the preview direction and force.
- 🖼️ Preset gallery: cards showing each preset's exact spring response, applied with one click and Undo.
- 🪄 One-click rig setup for impact receivers and camera rigs, with heuristics that pick a preset and a single Undo step.
- 📏 Falloff handles for editing camera shake radii in the Scene View.
- ⚙️ Per-user editor settings: turn any editor tool on or off under *Tools > Thump > Settings* or *Preferences > Thump*.
- 🖥️ Render pipelines: Built-in and URP first class, HDRP supported (everything except the shockwave pass).
- 🧪 Unity 2021.3 LTS to Unity 6, Mono and IL2CPP, and Enter Play Mode Options with domain reload disabled.
- 🕹️ Six demo scenes for each render pipeline, using only Unity assets and procedurally generated audio and textures.
- 📖 Documentation: a README with caveats and troubleshooting, plus `Documentation.docx` with concepts, how-to guides and a full API reference.