---
key: mechanic/phone-haptics--family-combat
type: mechanic
id: phone-haptics--family-combat
lang: en
title: 'Combat, action and sports'
summary: >-
  An impact can be confirmed with a brief pulse. The HapticBounce sample links
  haptic strength to the ball’s collision speed at a boundary.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-combat/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-combat.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-combat.md
aliases: []
tags:
  - Phone haptics
  - Mechanics catalog
sourceIds:
  - source-9d42f9812f951dea
sources:
  - id: source-9d42f9812f951dea
    title: HapticBounce (Apple sample)
    url: 'https://developer.apple.com/videos/play/wwdc2019/520/'
    verifiedAt: null
relations: []
placements:
  - catalogId: phone-haptics
    id: family-combat
    title: Phone haptics
    url: 'https://gamemechanics.pro/en/mechanics/phone-haptics/#family-combat'
    categoryIds:
      - section-1
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: 'Combat, action and sports'
    description: >-
      An impact can be confirmed with a brief pulse. The HapticBounce sample
      links haptic strength to the ball’s collision speed at a boundary.
    image:
      src: images/mechanics/haptic-apple-bounce-965.webp
      width: 640
      height: 360
      crop:
        x: 60
        'y': 20
        width: 520
        height: 275
      game: HapticBounce (Apple sample)
      sourceUrl: 'https://developer.apple.com/videos/play/wwdc2019/520/'
      originalUrl: >-
        https://devstreaming-cdn.apple.com/videos/wwdc/2019/520gfafwrte8ytre/520/520_sd_introducing_core_haptics.mp4?dl=1
      sourceFrameSeconds: 965
      credit: Apple / WWDC 2019
      rights: >-
        © Apple. Frame from Introducing Core Haptics, WWDC 2019 session 520. All
        rights reserved; excluded from MIT and CC BY 4.0.
      caption: 'HapticBounce: a sample linking a tactile pulse to a collision'
      alt: 'HapticBounce: a sample linking a tactile pulse to a collision'
      markers:
        - x: 20
          'y': 68
          label: The ball’s collisions trigger audio and haptic feedback
    tips:
      - >-
        Link feedback to confirmed hits and distinguish attacks, blocks and
        misses.
    examples:
      - title: HapticBounce (Apple sample)
        url: 'https://developer.apple.com/videos/play/wwdc2019/520/'
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/phone-haptics
---
# Combat, action and sports

id: phone-haptics--family-combat
type: mechanic
key: mechanic/phone-haptics--family-combat
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-combat/

An impact can be confirmed with a brief pulse. The HapticBounce sample links haptic strength to the ball’s collision speed at a boundary.

## At a glance

![HapticBounce: a sample linking a tactile pulse to a collision](https://gamemechanics.pro/images/mechanics/haptic-apple-bounce-965.webp)

[HapticBounce (Apple sample)](https://developer.apple.com/videos/play/wwdc2019/520/) · © Apple. Frame from Introducing Core Haptics, WWDC 2019 session 520. All rights reserved; excluded from MIT and CC BY 4.0.

[Source recording](https://devstreaming-cdn.apple.com/videos/wwdc/2019/520gfafwrte8ytre/520/520_sd_introducing_core_haptics.mp4?dl=1), 965 s

1. The ball’s collisions trigger audio and haptic feedback

- Link feedback to confirmed hits and distinguish attacks, blocks and misses.

- [HapticBounce (Apple sample)](https://developer.apple.com/videos/play/wwdc2019/520/)

## How it works

Combat events can be sensed and precursors can be used to make decisions.

## Variants

### Variants and applications

<a id="family-combat-variants"></a>

- Own shot. Role: Feedback. Features: Rich tactility. Input: touch. Rule: The short kick is synchronized with the shot; envelope and series distinguish between weapon types. Application: Shooter, shooting gallery, arcade combat. Limitations: Vibration simulates the feeling of an event and does not reproduce the directional recoil of a weapon. <a id="variant-h041"></a>
- Hitting the enemy. Role: Feedback. Features: Basic impulses. Input: status. Rule: The impulse occurs only with a confirmed hit, and a critical hit has a different pattern. Application: Shooter, slasher, sports hit. Limitations: Separate this signal from your own shot and incoming damage. <a id="variant-h042"></a>
- Taking damage. Role: Feedback. Features: Basic impulses. Input: status. Rule: A short episode announces a hit to a character; heavy damage is indicated separately. Application: Action, platformer, survival. Limitations: The strength of the feedback should not mask the following important signals. <a id="variant-h043"></a>
- Block and parry. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Harbinger denotes a window of defense, and the result differs in the pattern of a successful parry or a simple block. Application: Fencing, boss fight. Limitations: The response of the result complements the mechanics; the solution is provided by an early signal. <a id="variant-h044"></a>
- Evading an invisible attack. Role: Mechanics. Features: Basic impulses. Input: swipe. Rule: A distinguishable preparatory rhythm indicates the type of attack; the player selects the desired dodge. Application: Fight in the dark, available action mode. Limitations: You need a small learnable dictionary of attacks, and not dozens of similar codes. <a id="variant-h045"></a>
- Recharge and readiness. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Recharging stages are marked by pulses; precise action on the final signal gives a bonus. Application: Active cooldown, skill charge. Limitations: Normal readiness can be pure feedback without a mandatory reaction. <a id="variant-h046"></a>
- Tactile rhythm combo. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: The pattern sets the next strike window; a sustained sequence prolongs the combo. Application: Hand-to-hand combat, musical action. Limitations: Match the rhythm with the animation and movement cancellation rules. <a id="variant-h047"></a>
- Contact, landing, collision. Role: Feedback. Features: Rich tactility. Input: status. Rule: A short hit corresponds to the moment of contact and the relative severity of the collision. Application: Platformer, skateboard, physics arcade. Limitations: Many small contacts should be combined, otherwise they turn into a rumble. <a id="variant-h048"></a>
- Resource shortage. Role: Mechanics. Features: Basic impulses. Input: status. Rule: A rare characteristic signal indicates a critical supply of health, oxygen or stamina; the player changes tactics. Application: Survival, underwater combat, running. Limitations: Do not turn all the time of low health into continuous vibration. <a id="variant-h049"></a>
- A moment of sporting contact. Role: Mechanics. Features: Basic impulses. Input: touch, sensors. Rule: The pre-signal helps to select the moment of the swing, and the contact impulse confirms the result. Application: Baseball, tennis, golf in the game. Limitations: The strength of the actual swing cannot be reliably obtained from the fact of vibration alone. <a id="variant-h050"></a>

## Context and limits

Author's systematization: 160 cards in 16 groups. These are mechanics, feedback techniques, applications and experimental extensions, not 160 independent physical effects. Design examples are hypothetical, not statements about the released games that used them.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [HapticBounce (Apple sample)](https://developer.apple.com/videos/play/wwdc2019/520/) (id: source-9d42f9812f951dea)

CC-BY-4.0 · gamemechanics.pro contributors
