# Impulse Cinemachine Impulse generates and manages camera shake in response to game events. For example, you can use Impulse to make a Cinemachine Virtual Camera shake when one GameObject collides with another, or when something in your Scene explodes. Impulse has three parts: - **[Raw vibration signal](CinemachineImpulseRawSignal.md):** a vibration curve in up to 6 dimensions: X, Y, Z, pitch, roll, yaw. - **[Impulse Source](CinemachineImpulseSourceOverview.md):** a component that emits the raw vibration signal from a point in Scene space, and defines signal characteristics such as duration, intensity, and range. - **[Impulse Listener](CinemachineImpulseListener.md):** a Cinemachine extension that allows a Virtual Camera to “hear” an impulse, and react to it by shaking. It’s useful to think about this in terms of individual “impulses.” An impulse is a single occurrence of an Impulse Source emitting a raw vibration signal. Collisions and events in your Scenes _trigger_ impulses, Impulse Sources _generate_ impulses, and Impulse Listeners _react_ to impulses. ## Getting started with Impulse To set up and use Impulse in a Scene, do the following: - Add **[Cinemachine Impulse Source](CinemachineImpulseSource.md)** or **[Cinemachine Collision Impulse Source](CinemachineCollisionImpulseSource.md)** components to one or more GameObjects that you want to trigger camera shake. - Connect Raw Signals to the Impulse Sources. These can be **[6D Noise Profiles](CinemachineImpulseNoiseProfiles.md)**, **[3D Fixed Signals](CinemachineImpulseFixedSignals.md)**, or custom signal types that you create yourself. - Add a **[Cinemachine Impulse Listener](CinemachineImpulseListener.md)** extension to one or more Cinemachine virtual cameras so they can detect and react to impulses.