WYVRN Effects Library
The WYVRN Effects Library is a premade set of Chroma and haptics effects that can easily be added to any game. The library has a gallery which makes integration as easy as copy and paste. The event names are intended to be used with the SetEventName method to trigger the event.
Gallery
The interactive gallery is available to view in the browser at the following link: https://tools.wyvrn.com/WyvrnEffectsLibrary/. The gallery displays the available events with Chroma and haptic previews for each of the effects if assets are available. Each event has a name, duration, description, Chroma renderer, haptics renderer, and a copy button to generate sample code. The gallery assets are distributed by Synapse automatically for games. New events added to the library will automatically be distributed to end users.

Tutorial
You can follow this 3 minute tutorial on how to jump start your Chroma and haptics implementation in your game.
In this tutorial, you’ll learn how to:
- Install and connect the WYVRN SDK to your game engine.
- Configure Razer Synapse so HD Haptics and Chroma effects run properly.
- Browse, preview, and search the WYVRN Effects Library to find the right effects.
- Copy effect commands into your game build and control how they play in gameplay.
By the end, you’ll know exactly how to integrate ready-made haptic and lighting effects into your game in just a few steps.
Chroma Renderer
The Chroma renderer shows a set of Chroma devices that emulates how the event will display on Razer devices. Chroma durations are in frames. Chroma playback on hardware renders at 30 frames per second.
Haptics Renderer
The haptics renderer can be shown two ways if assets are available for the event.
Haptics Renderer: Chart
Chart view renders as a chart with amplitude as the y-axis and time as the x-axis.
Haptics Renderer: Circle
Circle view renders an animated circle with the radius representing the intensity of the haptics. The red vertical line represents time with the left being the start and the right being the end of the animation.
Code Generation
The gallery can generate code for the integration to make copy and paste easy. Use the language drop down to set the code generation language.
Code Generation: Text
The text option copies the text of the event name. Event names represent the Chroma and Haptics pattern that will play when the event happens.
Code Generation: C++
The C++ option will generate sample C++ code.
WyvrnAPI::CoreSetEventName(L"@Heal");
Code Generation: Unreal
The Unreal option will generate sample code for Unreal C++. See the following page for the guide to setup the library with Unreal:
[WYVRN SDK Unreal Engine Plugin Integration (External) - Indie Developers] (https://doc.wyvrn.com/docs/wyvrn-sdk/unreal-engine/)

UWyvrnSDKPluginBPLibrary::SetEventName("@Heal");
Blueprints use the text option.
Code Generation: C#/Unity
The C# option will generate sample code for C#.
WyvrnAPI.CoreSetEventName("@Heal");
Filters: Text
Events can be filtered by text search which matches on event names.

Filters: Folders
Events can be filtered by folder categories to make options easier to find.