## 4 Discussion  
Haptic feedback can make interactions with virtual environments and objects more realistic, immersive, and interactive. This is especially important for training and skill development, such as in medical simulations, where haptic feedback can simulate the texture and resistance of tissues, as well as the forces needed to perform specific actions. In driving simulators, haptic feedback can replicate vibrations experienced when driving different types of vehicles on various surfaces, encountering road bumps, feeling tire traction, and forces during acceleration or braking. The following section of the paper will specifically address the significance and advantages of this tool in the context of use in education of IT professionals in order to ensure the future development of VR applications with improved user experience contributed by better haptic feedback. Of course, this tool is absolutely usable in professional production environments as well. Based on experience using the described tool across several university courses, this section highlights key insights and recommendations for educators seeking to implement and improve the teaching of haptic feedback in their educational settings. Since it was designed and implemented with educational needs in mind, the tool offers numerous benefits for the teaching process and its participants, including both instructors and students. Gamepads and mobile devices are the most accessible and widely used devices capable of providing haptic feedback among users, but also within university laboratories. First and foremost, the visual creation of haptic effects through a streamlined graphical user interface and live preview within the editor significantly increases work efficiency, as well as teaching and lab activities. Implementing haptic effects in code, especially more complex ones, is not intuitive and requires writing new code for each pattern. Additionally, when implementing effects through code, the project must be started, and a specific runtime scenario must be reached to test the effects. Figure 13(a) shows the code implementation of a simple haptic effect with a linear intensity increase, while Figure 13(b) shows the same effect represented as an animation curve within the visual editor. This approach enables users of the tool to easily visualize, create, and test haptic effects without the need to write additional code for each new effect, as the playback code is generic and consistent, regardless of the effect being played. A comprehensive preview system provides the ability to independently demonstrate different aspects of the haptic effect, and thanks to the robustness of its implementation and error prevention, controllers can be disconnected from one and connected to other computers, without side effects and the need to restart the project or the Unity Editor. The live preview feature also facilitates communication between lecturers and students, as well as among members of the development team. It is much easier to demonstrate and explain some concepts when people can feel and hear the vibrations, rather than only through theoretical oral explanations [49]. As a result of the ability to play an effect on all connected gamepad controllers simultaneously, the instructor can share controllers with students in the classroom, then play a demonstrational preview of the effects he is designing, allowing everyone to feel them in real time while teaching various design concepts. Also, the design of the tool itself encourages independent research, experimentation, and creativity, fostering greater student engagement in classes through interaction and discussion. The teacher can assign tasks that require students to create specific effects based on descriptions, purposes, and use cases, and the students can work iteratively, discuss, and express creativity. Depending on the number of controllers available in the classroom, students can work independently or split into groups and work as a team.