Agent skill

board-sdk

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.

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Forks 31

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npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/board-sdk

SKILL.md

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 (BoardContactType)

Type Value Description
Finger 0 Standard touch point from a finger
Glyph 1 Contact from a physical Piece with conductive pattern
Blob 2 Reserved for future use

Contact Phases (BoardContactPhase)

Phase Value Description
None 0 Default state, no activity
Began 1 Contact started this frame
Moved 2 Position or orientation changed
Ended 3 Lifted from surface
Canceled 4 Tracking interrupted
Stationary 5 Held in place, no change

IMPORTANT: Handle Stationary in addition to Began/Moved/Ended. A glyph placed directly without movement triggers Began then Stationary (not Moved). This is critical for piece placement detection.

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: .tflite ML file for recognizing a Piece Set

SDK Components

BoardInput (Touch Input)

Primary input API for contacts and glyphs:

csharp
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
contactId int Unique contact ID (persistent during lifecycle)
screenPosition Vector2 Current position in screen pixels (1920×1080)
previousScreenPosition Vector2 Position in previous frame
bounds Rect Screen-space bounding rect
phase BoardContactPhase Current lifecycle state
type BoardContactType Finger, Glyph, or Blob
timestamp double When contact began/mutated (Time.realtimeSinceStartup)
orientation float Rotation in radians clockwise from vertical (Glyph only)
previousOrientation float Orientation in previous frame (Glyph only)
isTouched bool Finger touching the Piece (Glyph only)
glyphId int Piece index 0 to N-1 (Glyph only)
isInProgress bool True for Began, Moved, Stationary
isNoneEndedOrCanceled bool True for None, Ended, Canceled

Note: Screen origin (0,0) is bottom-left. Convert orientation to degrees: float degrees = orientation * Mathf.Rad2Deg;

BoardSession (Players)

Manage player profiles and sessions:

csharp
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:

csharp
using Board.Core;

// Show pause screen
BoardApplication.ShowPauseScreen();

// Check if paused
bool isPaused = BoardApplication.IsPaused;

BoardSaveGameManager (Save Data)

Persistent storage per player:

csharp
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:

csharp
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 BoardContactPhase.Began:
                        OnContactBegan?.Invoke(contact);
                        break;
                    case BoardContactPhase.Moved:
                        OnContactMoved?.Invoke(contact);
                        break;
                    case BoardContactPhase.Stationary:
                        // IMPORTANT: Handle Stationary for pieces placed without movement
                        OnContactStationary?.Invoke(contact);
                        break;
                    case BoardContactPhase.Ended:
                        OnContactEnded?.Invoke(contact);
                        break;
                }
            }
        }
    }
}

Token Detection

TokenManager.cs subscribes to InputManager events:

csharp
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.screenPosition.x, contact.screenPosition.y, 10));
        // Snap to nearest edge node
        SnapTokenToNode(token, worldPos);
    }
}

Simulator

Test without hardware using Board's Simulator:

  1. Open Board > Input > Simulator
  2. Enable Simulation
  3. Use mouse to simulate touches
  4. Place virtual pieces

Simulator Features

  • Mouse clicks = finger touches
  • Keyboard shortcuts for piece placement
  • Virtual glyph positioning

Simulator Icon Setup (Required for Glyph Testing)

To test glyph/piece detection in the simulator:

  1. Create Simulation Icons: For each piece type, create a BoardContactSimulationIcon ScriptableObject

    • Right-click in Project > Create > Board > Contact Simulation Icon
    • Set the GlyphId to match the token's GlyphId in TokenDatabase
  2. Configure Palette: Add icons to the simulator palette

    • Open Board > Input > Simulator
    • Add each simulation icon to the available palette
  3. GlyphId Mapping: Ensure TokenDatabase GlyphIds match simulation icon GlyphIds

text
Token in TokenDatabase    Simulation Icon GlyphId
─────────────────────     ─────────────────────────
Red Attack (GlyphId: 1)   → SimIcon_RedAttack (1)
Red Exploit (GlyphId: 2)  → SimIcon_RedExploit (2)
...

Troubleshooting: If glyphs are not detected, verify GlyphId values match between TokenDatabase entries and simulation icons.

Coordinate Conversion

Screen to World

csharp
// Board SDK provides screen pixels (origin bottom-left)
Vector2 screenPos = contact.screenPosition;

// Convert to world coordinates
Vector3 worldPos = Camera.main.ScreenToWorldPoint(
    new Vector3(screenPos.x, screenPos.y, 10));

World to Grid

csharp
// 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:

csharp
// 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, you must use BoardUIInputModule instead of InputSystemUIInputModule:

Why Required: Board SDK intercepts touch input before Unity's standard input system. Without this, UI elements won't respond to touch.

Setup:

  1. Select your EventSystem GameObject in the scene
  2. Remove or disable InputSystemUIInputModule component
  3. Add BoardUIInputModule component
csharp
// In scene hierarchy:
// EventSystem
//   └─ BoardUIInputModule (instead of InputSystemUIInputModule)

See vendor-docs/reference/Board.Input.md for full API details.

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 contactId on Began
  • Update position on Moved or Stationary
  • Clean up on Ended or Canceled
  • Use isInProgress helper to check if contact is active

Touch State

Use isTouched for gameplay:

  • true = piece being held/moved by player
  • false = piece resting on surface

Reference Files

This skill's references/ folder contains complete SDK documentation organized for efficient navigation.

Custom Guides (8 files)

File Contains Read When
contact-handling.md BoardContact struct properties, phase enum values, lifecycle Need exact property names or values
glyph-detection.md GlyphId mapping, TokenDatabase setup, .tflite model config Setting up piece detection
integration-patterns.md Zero-Day Attack specific patterns, InputManager isolation Implementing input handling
sample-code-guide.md SDK sample BoardInputManager walkthrough, Dictionary tracking Learning contact lifecycle patterns
save-system.md BoardSaveGameManager usage, metadata, storage quotas Implementing save/load functionality
session-management.md BoardSession player handling, profile vs guest modes Working with player profiles
simulator-setup.md BoardContactSimulationIcon configuration, palette setup Testing without hardware
vendor-docs-index.md Complete index of all 26 vendor docs with descriptions Need to dive deeper into SDK API

Vendor Documentation (26 files in vendor-docs/)

For complete SDK API details, see vendor-docs-index.md. Organized by category:

Category Files Key Content
get-started/ 4 Installation, project-setup, build-deploy, sample-scene
learn/ 5 architecture, concepts, hardware, pieces, touch-system
guides/ 6 touch-input, simulator, pause-menu, player-management, profile-switcher, save-game-system
reference/ 10 Board.Input.md (575 lines), Board.Core.md, Board.Session.md, Board.Save.md, enums, delegates

API Reference by Namespace

Namespace Reference File Key Classes
Board.Input Board.Input.md BoardInput, BoardContact, BoardInputSettings
Board.Input.Debug Board.Input.Debug.md BoardInputDebugView, BoardContactDebugView
Board.Input.Simulation Board.Input.Simulation.md BoardContactSimulation, BoardContactSimulationIcon
Board.Core Board.Core.md BoardApplication, BoardLogger, BoardPlayer
Board.Session Board.Session.md BoardSession, BoardSessionPlayer
Board.Save Board.Save.md BoardSaveGameManager, BoardSaveGameMetadata

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