Hub / Hardware / Smart props

planned

Smart props

Chests, tomes, fog screens — later immersion phase.

Smart props concept
Concept illustration — not a wiring reference

Engineering

Smart props & immersion extras planned

Future physical objects proposed to reuse the UWB infrastructure and gateway game logic. Software treasure nodes already exist for hardware-free testing.

Treasure chests / ward crystals

Physical ESP32 + DWM3001C (+ optional 12 V solenoid latch) is a future design, not verified prop hardware or automatic mapping. Gateway TreasureNode already implements unlock-by-aim, loot tables, HUD/Unity events. Virtual nodes at (±5, 0, ±5) seed without hardware; the Playground map places more in one click and shows the lid opening in 3D. Admin: /admin/treasure.

Spell tomes

Pedestal displays — MAX7219 32×8 or E-Ink on ESP32 — show leader, countdown, sudden-death. Keeps eyes in the arena, not only on the wand PWA.

Fog screen

PVC + ultrasonic mist + fans → doorway mist sheet; budget pico-projector for floating imagery. Players walk through or cast at it.

Haze / shrines

Water-based hazer for beam visibility (air-change rules apply). Shrine/beacon re-zeros remain a design target. Current operation uses explicit point alignment/triple-tap calibration; calibration-free match behavior is not validated.

Phase ordering: validate obstacle MONO/QUAD and the separate LED floor, plus the two-PA audio path before committing Phase 3 prop budget. See roadmap gates.