[ASSET STORE] [RELEASED] Heart Rate Monitoring System

Hi everyone!

I’ve just released a Heart Rate Monitoring system for Unity that’s designed for real-time biofeedback, horror games, accessibility features, and experimental gameplay mechanics.

The asset allows you to read live heart-rate data from devices such as apple watches or dedicated bluetooth heart rate monitors and use it directly in gameplay systems – whether that’s adjusting difficulty, triggering events, driving AI behaviour, or tracking player stress.

Key features:

  • :red_circle: Live heart-rate tracking in Unity
  • :bar_chart: Clean, developer-friendly API for gameplay integration
  • :brain: Ideal for horror games, serious games, and research projects
  • :puzzle_piece: Modular and lightweight – easy to extend
  • :gear: Built with runtime use and performance in mind
  • :hammer_and_wrench: Built using the Pulsoid API

I originally built this for a fear-response horror prototype, but it’s flexible enough for:

  • Dynamic difficulty scaling
  • Health / stamina tied to real physiology
  • Accessibility or wellness features
  • Research, VR, and experimental projects

:link: Unity Asset Store link:

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Thank you very much!

You may want to make sure there’s no confusion about this because from the text it’s not clear whether this requires a heartrate monitoring device (ie Apple Watch) or whether this is a purely visual/atmospheric asset where the heartbeat is somehow connected to player actions or just scriptable.

I say this because my immediate reaction to this was curiosity how a heartrate monitor would work as a Unity asset and which devices it would support. :wink:

But I think it’s a purely virtual system (can’t currently visit the store due to 2FA issues). But really, connecting a heartrate monitoring device together with a horror game - I can see this could provide some excellent triggers, or at least make for some entertaining party/streamer jumpscare games.

UPDATE: Looks like it does get actual, personalized heartrates from devices. I noticed the store description only vaguely mentions APIs or devices - it would be best to make a list of compatible devices or APIs because this provides me no clue whether this requires special hardware, or whether it would work with a standard Apple Watch or other fitness watches.

PS: I’m shocked to see you are pricing all of your assets far, far too low at $5. At this price point you could just give it away for free, it doesn’t even pay back the effort (time) to publish those assets. You need to make 10 sales just to get $35 from Unity, and then you lose some more bucks on payout due to transfer fees. While assets below $20 never enter any of Unity’s sales - which is where most make most of their money. If you haven’t I’d recommend reading the publisher’s pricing advice in the private Asset Store publisher forum.

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Redeemed, thanks

Thanks for the advice. I’ll definitely add more context in the descriptions and I’ve been thinking of increasing the price for a while, so may do that too.