A reusable, inspector-driven feedback orchestration system built in Unity that allows complex gameplay reactions to be composed from small, deterministic, baseline-safe feedback modules — without writing one-off scripts per interaction.
Overview
This project implements a modular runtime feedback framework built around a polymorphic Feedback base class and a FeedbackPlayer orchestrator. It supports:
Transform feedback (Move, Rotate, Scale, Wiggle)
Camera feedback (Shake, Zoom)
Time manipulation (Freeze, TimeScaleModifier)
Object lifecycle control (Instantiate, SetActive)
Composite orchestration (Sequence, Parallel, Random, Conditional)
Editor timeline visualization and preview playback
Baseline-safe chaining for deterministic transform behavior

Why This Exists?
In typical Unity projects, gameplay is implemented through ad hoc scripts tied to specific events. This leads to Duplicate logic, Unpredictable transform drift, Hard-coded sequencing, and tight coupling between gameplay and visual response.
This system separates gameplay logic from reaction orchestration, allowing designers or engineers to compose effects declaratively through the inspector.
This demo showcases the Move, Rotate, and Scale feedbacks in action. The timeline can be scrubbed and adjusted to modify the delay and duration of each feedback based on preference. You can also clearly see which feedback is currently executing alongside the main timeline.
This demo showcases the SetActive feedback, which is used to show and hide objects within the scene. It also demonstrates the Wiggle feedback, allowing a GameObject to animate with a subtle wiggle along any transform property -  position, rotation, or scale.
This demo showcases camera feedback effects, including Zoom and Shake, which enhance gameplay by adding dynamic visual impact.
Custom Editor Timeline
To improve iteration speed, I built a custom inspector with a visual timeline system.
Features include: Per-feedback timeline visualization,  Drag-to-adjust Delay and Duration, Scrubbable global timeline, Editor preview playback
Reorderable nested composites, Visual category color coding
The timeline accurately reflects execution order, including nested composite structures. This enables rapid iteration without entering Play Mode — significantly improving workflow efficiency.

Potential Extensions
Target override support for multi-object choreography
Blended transform output stacking
Curve-based parameter control
Graph-based node editor UI
Data-driven preset library