Support
Judder has no account, no server and no settings that can get into a bad state. Almost everything that goes wrong is one of the questions below, and the first one accounts for most of them.
Check that system vibration is on. When it is off, iOS silences haptic output for every app on the phone, and there is no API for an app to read the setting, so Judder cannot detect it or warn you. This is the single most common cause.
Settings › Accessibility › Touch › VibrationThen open the Engine tab. The Hardware section reports whether Core Haptics is supported. If it reads UNSUPPORTED on a physical iPhone, haptics are unavailable to every app rather than to this one.
Expected. The Simulator has no Taptic Engine. Judder draws every timeline correctly there and plays the audio layer, but haptic output needs physical hardware. Use a real iPhone.
They save automatically to the app's own storage and are there when you come back. Deleting the app removes them, so export anything you want to keep.
Open a pattern, then Export. AHAP gives you a .ahap resource file
to add to your bundle and load with Core Haptics. Swift gives you a paste-ready constant
that rebuilds the pattern in code. Both carry a validation report showing the resolved
event count, the total span, and any warning about a looping audio bed restarting
mid-pattern.
Haptic strength is arrangement rather than amplitude. A single event at intensity 1.0 is already the system's maximum output, so more force comes from temporal density and envelope shape instead of from a larger number. Try a burst with a shorter step before reaching for intensity.
No. It has neither. See the privacy policy.
Include your iPhone model and iOS version, and say what you expected to feel and what happened instead. If a specific pattern is involved, export it as AHAP and attach the file. That export is the fastest way to reproduce exactly what you are feeling.