| name | board-sdk |
| description | This skill should be used when the user asks about "touch input", "BoardInput", "BoardContact", "piece detection", "glyph", "glyph recognition", "simulator", "Board hardware", "contact phases", "Piece Set", "touch system", "Board SDK", "multi-touch", "noise rejection", or discusses Board hardware integration and input handling. |
| version | 0.2.0 |
Board SDK Integration
Expert knowledge of the Board SDK for Unity, enabling touch input, piece detection, and hardware integration for the Board multi-touch display.
Board Hardware Overview
Board is a specialized multi-touch display with:
- Unlimited touch tracking - No 10-touch limit
- ML-powered piece recognition - Physical game pieces with conductive glyphs
- Noise rejection - Filters palms, wrists, elbows automatically
- 1920×1080 resolution - 16:9 landscape display
Core Concepts
Contact Types
| Type | Description |
|---|---|
| Finger | Standard touch point from a finger |
| Glyph | Contact from a physical Piece with conductive pattern |
Contact Phases
| Phase | Description |
|---|---|
Began |
Contact started this frame |
Moved |
Position or orientation changed |
Stationary |
Held in place, no change |
Ended |
Lifted from surface |
Canceled |
Tracking interrupted |
Pieces and Glyphs
- Piece: Physical object with conductive glyph on base (no electronics)
- Glyph: Unique pattern identifying the Piece
- Piece Set: Collection of Pieces trained together (one active at a time)
- Model:
.tfliteML file for recognizing a Piece Set
SDK Components
BoardInput (Touch Input)
Primary input API for contacts and glyphs:
using Board.Input;
// Get all active contacts of a type
BoardContact[] fingers = BoardInput.GetActiveContacts(BoardContactType.Finger);
BoardContact[] pieces = BoardInput.GetActiveContacts(BoardContactType.Glyph);
// Get all contacts regardless of type
BoardContact[] all = BoardInput.GetActiveContacts();
BoardContact Properties
| Property | Type | Description |
|---|---|---|
Id |
int | Unique contact ID (persistent during lifecycle) |
Position |
Vector2 | Screen position in pixels |
Phase |
ContactPhase | Current lifecycle state |
Type |
BoardContactType | Finger or Glyph |
Orientation |
float | Rotation angle (glyphs only) |
IsTouched |
bool | Whether piece is being held (glyphs only) |
GlyphId |
int | Specific glyph identifier (glyphs only) |
BoardSession (Players)
Manage player profiles and sessions:
using Board.Session;
// Get current players
var players = BoardSession.GetPlayers();
foreach (var player in players)
{
string name = player.Name;
Texture2D avatar = player.Avatar;
}
BoardApplication (System)
System integration features:
using Board.Core;
// Show pause screen
BoardApplication.ShowPauseScreen();
// Check if paused
bool isPaused = BoardApplication.IsPaused;
BoardSaveGameManager (Save Data)
Persistent storage per player:
using Board.Save;
// Save game data
BoardSaveGameManager.Save("slot1", saveData);
// Load game data
var loaded = BoardSaveGameManager.Load("slot1");
Input Handling Pattern
In This Project
InputManager.cs is the ONLY file that imports Board.Input:
namespace ZeroDayAttack.Input
{
using Board.Input;
public class InputManager : MonoBehaviour
{
public static InputManager Instance { get; private set; }
// Events for other systems
public event Action<BoardContact> OnContactBegan;
public event Action<BoardContact> OnContactMoved;
public event Action<BoardContact> OnContactEnded;
void Update()
{
var contacts = BoardInput.GetActiveContacts();
foreach (var contact in contacts)
{
switch (contact.Phase)
{
case ContactPhase.Began:
OnContactBegan?.Invoke(contact);
break;
case ContactPhase.Moved:
OnContactMoved?.Invoke(contact);
break;
case ContactPhase.Ended:
OnContactEnded?.Invoke(contact);
break;
}
}
}
}
}
Token Detection
TokenManager.cs subscribes to InputManager events:
void Start()
{
InputManager.Instance.OnContactBegan += HandleContactBegan;
}
void HandleContactBegan(BoardContact contact)
{
if (contact.Type == BoardContactType.Glyph)
{
// Map glyph to token
var token = MapGlyphToToken(contact.GlyphId);
// Convert screen to world position
Vector3 worldPos = Camera.main.ScreenToWorldPoint(
new Vector3(contact.Position.x, contact.Position.y, 10));
// Snap to nearest edge node
SnapTokenToNode(token, worldPos);
}
}
Simulator
Test without hardware using Board's Simulator:
- Open Board > Input > Simulator
- Enable Simulation
- Use mouse to simulate touches
- Place virtual pieces
Simulator Features
- Mouse clicks = finger touches
- Keyboard shortcuts for piece placement
- Virtual glyph positioning
Coordinate Conversion
Screen to World
// Board SDK provides screen pixels (origin bottom-left)
Vector2 screenPos = contact.Position;
// Convert to world coordinates
Vector3 worldPos = Camera.main.ScreenToWorldPoint(
new Vector3(screenPos.x, screenPos.y, 10));
World to Grid
// World position to grid coordinates
int gridX = Mathf.FloorToInt((worldPos.x - LayoutConfig.GridLeft) / LayoutConfig.TileSize);
int gridY = Mathf.FloorToInt((worldPos.y - LayoutConfig.GridBottom) / LayoutConfig.TileSize);
Glyph ID Mapping
Map Board SDK glyph IDs to game tokens:
// In TokenDatabase or TokenManager
Dictionary<int, TokenData> glyphToToken = new()
{
{ 1, redAttack },
{ 2, redExploit },
{ 3, redGhost },
{ 4, blueAttack },
{ 5, blueExploit },
{ 6, blueGhost }
};
UI Input Considerations
BoardUIInputModule
When using Unity UI on Board:
// Replace standard InputSystemUIInputModule with BoardUIInputModule
// The SDK blocks system touch events
This is required because Board SDK intercepts touch input before Unity's standard input system.
Best Practices
Isolation
Keep Board SDK imports isolated to InputManager:
- Other scripts subscribe to InputManager events
- Enables testing without hardware
- Prevents SDK coupling
Coordinate Handling
Always convert coordinates:
- SDK provides screen pixels
- Game logic uses world units
- Grid positions use integer coordinates
Contact Lifecycle
Track contacts properly:
- Store contacts by ID on
Began - Update position on
Moved - Clean up on
EndedorCanceled
Touch State
Use IsTouched for gameplay:
true= piece being held/moved by playerfalse= piece resting on surface
Additional Resources
Reference Files
For comprehensive SDK documentation:
- Documentation/Board-SDK-Documentation/ - Full SDK reference
overview.md- SDK introductionlearn/concepts.md- Core terminologylearn/touch-system.md- Touch handling detailslearn/pieces.md- Piece/glyph recognitionguides/touch-input.md- Implementation guideguides/simulator.md- Simulator usagereference/- API documentation
Key APIs
Board.Input.BoardInput- Touch contact accessBoard.Input.BoardContact- Contact data structureBoard.Session.BoardSession- Player managementBoard.Save.BoardSaveGameManager- Save data