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Haptic Forge · Guide

Transient vs continuous haptics in Core Haptics

Core Haptics has two kinds of haptic event. A transient is a single, short tap with no duration you control. A continuous event is a vibration you can hold for as long as you set and shape over time. Intensity and sharpness tune both, and most good patterns combine them.

By HobbySoft, iOS & Mac developer Updated

The short answer

Use a transient when something happens at an instant: a button press, a collision, a snap into place. Use a continuous event when something lasts: an engine running, a long press charging up, a rumble under music. If the moment has both an instant and a duration, use both: a transient on the hit, a continuous tail after it.

What a transient event is

HapticTransient is a short impulse. You place it at a time and give it an intensity and a sharpness, but you do not set its duration; the hardware plays one crisp pulse. Think of it as the haptic version of a click.

Good uses:

  • Confirming a tap or a toggle
  • Detents while scrolling a picker or a dial
  • Impacts in a game: a ball hitting a wall, a footstep
  • Beats in music

Transients are cheap to design and hard to get wrong, which is why most apps should start with them.

What a continuous event is

HapticContinuous is a sustained vibration with a duration you set in seconds. On its own it has a flat level, so the interesting part is shaping it: ramping intensity up, holding, then fading out, or sliding sharpness from soft to crisp. In Core Haptics you do that with parameter curves (HapticIntensityControl, HapticSharpnessControl) over the event’s lifetime, as described in the AHAP file format guide.

Good uses:

  • Long-press progress that builds toward a commit
  • Engines, motors, wind or rain in a game
  • A heartbeat or breathing guide where the swell matters
  • Charging a shot before release

Intensity vs sharpness

Both parameters run from 0 to 1, and they are not the same knob.

ParameterLow values feelHigh values feelThink of it as
IntensityFaint, barely thereStrong, attention-grabbingVolume
SharpnessRound, soft, dull thudCrisp, precise, tight clickTimbre

A soft, low-sharpness transient reads as a gentle bump. The same intensity with high sharpness reads as a precise tick. For continuous events, low sharpness feels like rumble and high sharpness like buzz.

Design tips that hold up

  • Start sparse. One well-placed transient beats a constant buzz. Haptics lose meaning when everything vibrates.
  • Match the visual and the sound. If an animation lands at 120 ms, the tap should too. Even small offsets feel wrong.
  • Use contrast. A heavy, low-sharpness hit stands out more after light, sharp ticks.
  • Fade continuous events out. A hard stop at full intensity can feel like a glitch. A short decay on the intensity curve fixes it.
  • Keep continuous events short in UI. Long vibrations belong in games and media, not in forms.
  • Respect system settings and context. Users can turn off system haptics, and haptics are a supplement: never the only signal for something important.
  • Test on a real iPhone. The Simulator, iPad and Mac do not play Core Haptics, and numbers on a screen tell you little about feel.

Combining both in one pattern

Many of the best patterns are layered:

  • Impact with tail: a strong transient at time zero, then a short continuous event that fades over about a quarter of a second.
  • Charge and release: a continuous event with rising intensity, ending in a sharp transient at the moment of release.
  • Heartbeat: two transients close together (strong then softer), repeated, with a faint low-sharpness continuous underneath.

Shaping layers in Haptic Forge

Haptic Forge, my visual Core Haptics editor for iPhone, iPad and Mac, builds every pattern as a stack of layers on one timeline. Continuous layers are shaped directly (ramp up, hold, fade), transient layers are single taps, and intensity and sharpness can be dragged or typed as exact values. The result exports as a standard AHAP file.

If your source material is music or sound effects, generating haptics from audio gives you a first pass of transients and continuous layers to refine. Game teams will find more patterns in haptics for game developers.

FAQ

Questions and answers

What is a transient haptic event?

A transient is a brief, impulse-like tap, similar to a click or a knock. Its length is fixed by the system, so you only choose when it happens and how intense and sharp it feels.

What does haptic sharpness mean?

Sharpness is the character of the vibration on a 0 to 1 scale. Low values feel round, soft and rumbly; high values feel crisp, precise and mechanical.

Should I use Core Haptics or UIFeedbackGenerator?

Use the system feedback generators for standard UI feedback like selection changes and success or error. Use Core Haptics when you need custom timing, custom shapes or haptics synced to audio.

Can a continuous haptic change while it plays?

Yes. Parameter curves and dynamic parameters such as HapticIntensityControl scale intensity and sharpness over time, which is how you build ramps and fades.

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