// Update is called once per frame void Update() { if (Input.GetButtonDown("BallToggle")) { bounce = !bounce; } if (oldbounce != bounce) { ShowBall(bounce); if (!bounce && arduino != null) { arduino.EnableHapticFeedback(false); } oldbounce = bounce; } if (oldIntensity != intensity && arduino != null) { arduino.AdjustHapticFeedback(intensity); oldIntensity = intensity; } if (bounce) { if (anchor != null) { startPosition = anchor.position + anchorOffset; } float ballHeight = Mathf.Abs(Mathf.Sin(frequency * Time.time)); offset = Vector3.zero; offset.y = amplitude * ballHeight; transform.position = startPosition + offset; if (arduino != null) { //arduino.AdjustHapticFeedback(intensity); if (ballHeight < skinThickness) { if (!hitting) { hitting = true; arduino.EnableHapticFeedback(true); } //arduino.AdjustHapticFeedback(intensity - ballHeight); } else { if (hitting) { hitting = false; arduino.EnableHapticFeedback(false); } //arduino.AdjustHapticFeedback(0); } } } }