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Architecture & key concepts

Hapbeat is built on a 3-way separation of “fixed runtime + Kit + SDK,” with an optional Bridge layer for the control plane, forming a 4-layer architecture.

  • Layer 0: Common spec (hapbeat-contracts) — the source of truth for all repos
  • Layer 1: Fixed runtime (hapbeat-device-firmware) — the ESP32-S3 inside each device
  • Layer 2: Kit (content distribution) (hapbeat-kit-tools) — packages haptic assets per Kit
  • Layer 3: Bridge (hapbeat-bridge, hapbeat-transmitter-firmware) — control plane for the ESP-NOW path (optional)
  • Layer 4: Tools & SDKs (Studio / Manager / Unity SDK / Unreal SDK / Creative Kit) — user-facing surfaces
  • Standard: SDK → Wi-Fi UDP broadcast → Hapbeat (no Bridge required; device filters by Group ID)
  • Advanced option: SDK → Desktop Bridge → Transmitter → ESP-NOW → Hapbeat (for tens of devices, or Wi-Fi-unfriendly environments)

A lightweight string ID identifying haptic content. The SDK sends Event IDs; the Hapbeat device resolves them to clips from the installed Kit.

Details: Contracts overview

Used to logically separate devices when multiple players or exhibition booths share the same space, preventing crosstalk.

  • A: Hapbeat SoftAP (no router)
  • B: Single-player LAN
  • C: Multi-player LAN (per-player Group ID)
  • D: Mobile hotspot
  • E: Exhibition booth isolation (per-booth independent AP)