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p5-phone

v1.12.1

Published

Simplified mobile hardware access for p5.js - handle sensors, microphone, touch, and browser gestures with ease

Downloads

235

Readme

p5-phone

P5Phone.png Illustration by Angela Torchio

Link for Interactive Examples

Maintainers

Overview

P5.js on mobile provides unique opportunities and challenges. The main P5 framework does an excellent job of making it easy to read data from various phone inputs and sensors, however it doesn't deal with the realities of contemporary browser's built in gestures and security protocols. That's where this library comes in:

  • Simplifies accessing phone hardware from the browser (accelerometers, gyroscopes, microphone, vibration motor)
  • Simplifies disabling default phone gestures (Zoom, refresh, back, etc)
  • Simplifies enabling audio output
  • Simplifies using an on-screen console to display errors and debug info

p5 commands

This library simplifies access to the following p5.js mobile sensor and audio commands:

Touch/Pointer Events:

  • mousePressed() - Called when a press/touch begins (works for both mouse and touch in p5.js 1.x and 2.0)
  • mouseReleased() - Called when a press/touch ends (works for both mouse and touch in p5.js 1.x and 2.0)
  • touchStarted() - Called when a touch begins (p5.js 1.x only)
  • touchEnded() - Called when a touch ends (p5.js 1.x only)

Device Motion & Orientation:

Audio Input (requires p5.sound):

Browser Compatibility

  • iOS 13+ (Safari)
  • Android 7+ (Chrome)
  • Chrome 80+
  • Safari 13+
  • Firefox 75+

p5.js Version Compatibility

p5-phone supports both p5.js 1.x and p5.js 2.0+.

| Feature | p5.js 1.x | p5.js 2.0+ | |---------|-----------|------------| | Permission UI (Tap/Button/Canvas/Banner/Custom) | ✅ | ✅ | | Motion sensors (rotationX/Y/Z, accelerationX/Y/Z) | ✅ | ✅ | | Microphone / Speech / Sound | ✅ | ✅ | | Camera (PhoneCamera) | ✅ | ✅ | | Vibration | ✅ | ✅ | | NFC Tag Reading (Android only) | ✅ | ✅ | | Bluetooth Low Energy (Web Bluetooth) | ✅ | ✅ | | Debug console | ✅ | ✅ | | lockGestures() | ✅ | ✅ | | touchStarted() / touchEnded() | ✅ | ❌ Use mousePressed() / mouseReleased() | | p5.registerAddon() | ❌ | ✅ (auto-detected) |

Key change in p5.js 2.0: Touch-specific callbacks (touchStarted, touchMoved, touchEnded) are no longer dispatched. The unified Pointer API routes all input (mouse + touch) through mousePressed(), mouseDragged(), and mouseReleased(). These mouse callbacks work in both p5.js 1.x and 2.0, so use them for forward-compatible code.

p5-phone automatically detects the p5.js version and adjusts its internal touch override behavior accordingly. No configuration needed.

Table of Contents

CDN (Recommended)

<!-- Minified version (recommended) -->
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/p5-phone.min.js"></script>

<!-- Development version (larger, with comments) -->
<!-- <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/p5-phone.js"></script> -->

Basic Setup

Index HTML

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>Mobile p5.js App</title>
  
  <!-- Basic CSS to remove browser defaults and align canvas -->
  <style>
    body {
      margin: 0;
      padding: 0;
      overflow: hidden;
    }
  </style>
  
  <!-- Load p5.js library -->
  <script src="https://cdn.jsdelivr.net/npm/[email protected]/lib/p5.js"></script>
  <script src="https://cdn.jsdelivr.net/npm/[email protected]/src/preload.js"></script>
  
  <!-- Load p5-phone library -->
  <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/p5-phone.min.js"></script>
  
</head>
<body>
  <!-- Load the p5.js sketch -->
  <script src="sketch.js"></script>
</body>
</html>

p5.js

let mic;
let mySound;

function preload() {
  // Load sound file if needed
  // mySound = loadSound('assets/sound.mp3');
}

function setup() {
  // Show debug panel FIRST to catch setup errors
  showDebug();
  
  createCanvas(windowWidth, windowHeight);
  
  // Lock mobile gestures to prevent browser interference
  lockGestures();
  
  // Enable motion sensors with tap-to-start
  enableGyroTap('Tap to enable motion sensors');
  
  // Enable microphone with tap-to-start (also enables sound output)
  mic = new p5.AudioIn();
  enableMicTap('Tap to enable microphone');
  
  // OR enable sound output only (no microphone input)
  // enableSoundTap('Tap to enable sound');
}

function draw() {
  background(220);
  
  // Always check status before using hardware features
  if (window.sensorsEnabled) {
    // Use device rotation and acceleration
    fill(255, 0, 0);
    circle(width/2 + rotationY * 5, height/2 + rotationX * 5, 50);
  }
  
  if (window.micEnabled) {
    // Use microphone input
    let level = mic.getLevel();
    fill(0, 255, 0);
    rect(10, 10, level * 200, 20);
  }
  
  if (window.soundEnabled) {
    // Safe to play sounds
    // mySound.play();
  }
}

// Prevent default touch behavior (optional but recommended)
// Use mousePressed/mouseReleased — works in both p5.js 1.x and 2.0
function mousePressed() {
  return false;
}

function mouseReleased() {
  return false;
}

API Reference

Core Functions

// Essential mobile setup
lockGestures()  // Prevent browser gestures (call in setup())

// Motion sensor activation  
enableGyroTap(message)    // Tap anywhere to enable sensors
enableGyroButton(text)    // Button-based sensor activation

// Microphone activation
enableMicTap(message)     // Tap anywhere to enable microphone  
enableMicButton(text)     // Button-based microphone activation

// Sound output activation (no microphone input)
enableSoundTap(message)   // Tap anywhere to enable sound playback
enableSoundButton(text)   // Button-based sound activation

// Speech recognition activation (Web Speech API)
enableSpeechTap(message)    // Tap anywhere to enable speech
enableSpeechButton(text)    // Button-based speech activation

// Combined activation (motion + microphone)
enableAllTap(message)     // Tap anywhere to enable both
enableAllButton(text)     // Button-based combined activation

// Any combination of hardware permissions
enablePermissionsTap(['sensors', 'mic', 'camera'], message)
enablePermissionsButton(['torch', 'vibration'], text, statusText)
enablePermissionsCanvas(['camera', 'mic'], message)
enablePermissionsBanner(['sensors', 'nfc'], message, position)
enablePermissionsOn('#start-button', ['camera', 'mic'])
// Also available as enableHardwareTap/Button/Canvas/Banner/On

// Vibration motor (Android only)
enableVibrationTap(message)   // Tap anywhere to enable vibration
enableVibrationButton(text)   // Button-based vibration activation
vibrate(pattern)              // Trigger vibration (duration or pattern array)
stopVibration()               // Stop any ongoing vibration

// Torch / flashlight (Android Chrome over HTTPS)
enableTorchTap(message)       // Tap anywhere to enable flashlight control
enableTorchButton(text)       // Button-based flashlight activation
torchOn()                     // Turn flashlight on
torchOff()                    // Turn flashlight off
toggleTorch()                 // Toggle flashlight state
setTorch(true)                // Set flashlight to a boolean state
stopTorch()                   // Turn off and release the camera stream
// Flashlight aliases also work: enableFlashlightTap(), flashlightOn(), etc.

// Camera (ML5 integration)
createPhoneCamera(active, mirror, mode)  // Create camera instance
enableCameraTap(message)                 // Tap to enable camera
enableCameraButton(text)                 // Button-based camera activation

// --- Alternative Permission UI Styles (v1.7.0) ---

// Canvas-first-touch — permissions fire on first canvas interaction
enableGyroCanvas(message)    // Also: enableMicCanvas, enableSoundCanvas,
                             //        enableSpeechCanvas, enableVibrationCanvas,
                             //        enableAllCanvas, enableCameraCanvas

// Banner — slim notification bar at top or bottom of screen
enableGyroBanner(message, position)   // position: 'top' or 'bottom'
                                      // Also: enableMicBanner, enableSoundBanner,
                                      //        enableSpeechBanner, enableVibrationBanner,
                                      //        enableAllBanner, enableCameraBanner

// Custom element binding — attach to your own DOM element
enableGyroOn(selector)    // e.g., enableGyroOn('#my-button')
                          // Also: enableMicOn, enableSoundOn, enableSpeechOn,
                          //        enableVibrationOn, enableAllOn, enableCameraOn

// Status variables (check these in your code)
window.sensorsEnabled     // Boolean: true when motion sensors are active
window.micEnabled         // Boolean: true when microphone is active
window.soundEnabled       // Boolean: true when sound output is active
window.speechEnabled      // Boolean: true when speech recognition is active
window.vibrationEnabled   // Boolean: true when vibration is available (Android only)
window.torchEnabled       // Boolean: true when torch camera stream is active
window.torchSupported     // Boolean: true when torch support is reported
window.torchActive        // Boolean: true when flashlight is currently on
window.nfcEnabled         // Boolean: true when NFC scanning is active (Android only)
window.cameraEnabled      // Boolean: true after camera startup succeeds

// Debug system
showDebug()       // Show on-screen debug panel with automatic error catching
hideDebug()       // Hide debug panel
toggleDebug()     // Toggle panel visibility
debug(...args)    // Console.log with on-screen display and timestamps
debugError(...args) // Display errors with red styling
debugWarn(...args)  // Display warnings with yellow styling
debug.clear()     // Clear debug messages

p5.js Namespace Support: All functions are also available as p5.prototype methods:

// You can use either syntax:
lockGestures();          // Global function (recommended)
this.lockGestures();     // p5.js instance method

// Both approaches work identically
enableGyroTap('Tap to start');
this.enableGyroTap('Tap to start');

Status Variables

Purpose: Check whether permissions have been granted and sensors are active.

Variables:

  • window.sensorsEnabled - Boolean indicating if motion sensors are active
  • window.micEnabled - Boolean indicating if microphone is active
  • window.soundEnabled - Boolean indicating if sound output is active
  • window.speechEnabled - Boolean indicating if speech recognition is active
  • window.vibrationEnabled - Boolean indicating if vibration is available (Android only)
  • window.torchEnabled - Boolean indicating if the torch control stream is active (Android Chrome)
  • window.torchSupported - Boolean indicating if the active camera track reports torch support
  • window.torchActive - Boolean indicating if the flashlight is currently on
  • window.torchError - Last torch error message, if any
  • window.nfcEnabled - Boolean indicating if NFC scanning is active (Android only)
  • window.cameraEnabled - Boolean indicating if camera startup has succeeded
  • window.lastNfcSerialNumber - Serial number string for the most recently read NFC tag
  • window.lastNfcAlias - Alias string for the most recently read NFC tag, if one has been set

Usage:

function draw() {
  // Always check before using sensor data
  if (window.sensorsEnabled) {
    // Safe to use rotationX, rotationY, accelerationX, etc.
    let tilt = rotationX;
  }
  
  if (window.micEnabled) {
    // Safe to use microphone
    let audioLevel = mic.getLevel();
  }
  
  if (window.soundEnabled) {
    // Safe to play sounds
    mySound.play();
  }
  
  if (window.vibrationEnabled) {
    // Safe to use vibration (Android only)
    vibrate(50);
  }
  
  if (window.nfcEnabled) {
    // NFC scanning is active (Android only)
    // Tag data arrives via nfcRead() callback
  }
}

// You can also use them for conditional UI
function draw() {
  if (window.sensorsEnabled) {
    debug("Motion sensors enabled");
  } else {
    debug("Motion sensors not yet enabled");
  }
}

lockGestures()

Purpose: Prevents unwanted mobile browser gestures that can interfere with your p5.js app.

When to use: Call once in your setup() function after creating the canvas.

Modes:

  • fullscreen (default) — page-wide gesture blocking for full-viewport sketches
  • embedded — canvas-scoped blocking for sketches inside scrollable multi-page sites

Options:

| Option | Default | Description | |--------|---------|-------------| | mode | 'fullscreen' | 'fullscreen' or 'embedded' | | element | canvas element | Target element for embedded mode | | warnBeforeLeave | false | Show browser "Leave site?" dialog on navigation | | trapHistory | true in fullscreen | Block back-swipe via history manipulation |

What it blocks:

  • Pinch-to-zoom - Prevents users from accidentally zooming the page
  • Pull-to-refresh - Stops the browser refresh gesture when pulling down
  • Swipe navigation - Disables back/forward swipe gestures (fullscreen mode)
  • Long-press context menus - Prevents copy/paste menus from appearing
  • Text selection - Stops accidental text highlighting on touch and hold
  • Double-tap zoom - Eliminates double-tap to zoom behavior
// Full-screen mobile sketch (default)
function setup() {
  createCanvas(windowWidth, windowHeight);
  lockGestures();
}

// Embedded canvas in a scrollable tutorial page
function setup() {
  createCanvas(560, 400);
  lockGestures({ mode: 'embedded', element: canvas });
}

unlockGestures()

Purpose: Remove gesture blocking listeners and restore saved handlers.

When to use: Call before navigating away in SPAs, or rely on automatic cleanup when calling p.remove().

unlockGestures();

Motion Sensor Activation

Purpose: Enable device motion and orientation sensors with user permission handling.

Commands:

  • enableGyroTap(message) - Tap anywhere on screen to enable sensors
  • enableGyroButton(text) - Creates a button with custom text to enable sensors

Usage:

// Tap-to-enable (recommended)
enableGyroTap('Tap to enable motion sensors');

// Button-based activation
enableGyroButton('Enable Motion');

Available p5.js Variables (when window.sensorsEnabled is true):

| Variable | Description | Range/Units | |----------|-------------|-------------| | rotationX | Device tilt forward/backward | -180° to 180° | | rotationY | Device tilt left/right | -180° to 180° | | rotationZ | Device rotation around screen | -180° to 180° | | accelerationX | Acceleration left/right | m/s² | | accelerationY | Acceleration up/down | m/s² | | accelerationZ | Acceleration forward/back | m/s² | | deviceShaken | Shake detection event | true when shaken | | deviceMoved | Movement detection event | true when moved |

Important: All motion sensor variables, including deviceShaken and deviceMoved, are only available when window.sensorsEnabled is true. Always check this status before using any motion data.

Example:

function draw() {
  // CRITICAL: Always check window.sensorsEnabled first
  if (window.sensorsEnabled) {
    // Tilt-controlled circle
    let x = width/2 + rotationY * 3;
    let y = height/2 + rotationX * 3;
    circle(x, y, 50);
    
    // Shake detection - only works when sensors are enabled
    if (deviceShaken) {
      background(random(255), random(255), random(255));
    }
    
    // Movement detection - also requires sensors to be enabled
    if (deviceMoved) {
      fill(255, 0, 0);
    }
  } else {
    // Show fallback when sensors not enabled
    text('Tap to enable motion sensors', 20, 20);
  }
}

Microphone Activation

Purpose: Enable device microphone with user permission handling for audio-reactive applications.

Important: Microphone examples require the p5.sound library. Add this script tag to your HTML:

<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/p5.sound.min.js"></script>

Commands:

  • enableMicTap(message) - Tap anywhere on screen to enable microphone
  • enableMicButton(text) - Creates a button with custom text to enable microphone

Usage:

// Tap-to-enable (recommended)
enableMicTap('Tap to enable microphone');

// Button-based activation
enableMicButton('Enable Audio');

Available p5.js Variables (when window.micEnabled is true):

| Variable | Description | Range | |----------|-------------|-------| | p5.AudioIn() | Audio input object (stored in mic) | Object | | mic.getLevel() | Current audio input level | 0.0 to 1.0 |

Example:

let mic;

function setup() {
  createCanvas(windowWidth, windowHeight);
  
  // Create a new p5.AudioIn() instance
  mic = new p5.AudioIn();
  
  // Enable microphone with tap
  enableMicTap();
}

function draw() {
  if (window.micEnabled) {
    // The mic object is a p5.AudioIn() instance
    // Audio-reactive visualization
    let level = mic.getLevel();
    let size = map(level, 0, 1, 10, 200);
    
    background(level * 255);
    circle(width/2, height/2, size);
  }
}

Sound Output Activation

Purpose: Enable audio playback without requiring microphone input. Perfect for playing sounds, music, synthesizers, and audio effects in mobile browsers.

Important: Sound examples require the p5.sound library. Add this script tag to your HTML:

<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/p5.sound.min.js"></script>

Commands:

  • enableSoundTap(message) - Tap anywhere on screen to enable sound playback
  • enableSoundButton(text) - Creates a button with custom text to enable sound

Usage:

// Tap-to-enable (recommended)
enableSoundTap('Tap to enable sound');

// Button-based activation
enableSoundButton('Enable Sound');

When to use Sound vs. Microphone:

  • Use enableSound for: Playing audio files, synthesizers, oscillators, sound effects
  • Use enableMic for: Recording audio, audio-reactive visualizations, voice input
  • Note: enableMic also enables sound output, so you don't need both

Example:

let mySound;

function preload() {
  // Load audio file
  mySound = loadSound('assets/sound.mp3');
}

function setup() {
  createCanvas(windowWidth, windowHeight);
  
  // Enable sound playback with tap
  enableSoundTap('Tap to enable sound');
}

function draw() {
  background(220);
  
  if (window.soundEnabled) {
    text('Tap anywhere to play sound', 20, 20);
  } else {
    text('Waiting for sound activation...', 20, 20);
  }
}

function mousePressed() {
  // Check if sound is enabled before playing
  if (window.soundEnabled && !mySound.isPlaying()) {
    mySound.play();
  }
}

Vibration Motor (Android Only)

Purpose: Access the device's vibration motor for haptic feedback and tactile interactions.

⚠️ Platform Support:

  • Android - Full support in Chrome and most Android browsers
  • iOS - Not supported (Vibration API not available on iOS devices)

Important: The vibration feature will automatically detect if the device supports vibration. On iOS or unsupported devices, window.vibrationEnabled will be false and vibration calls will be safely ignored with console warnings.

Commands:

  • enableVibrationTap(message) - Tap anywhere on screen to enable vibration
  • enableVibrationButton(text) - Creates a button with custom text to enable vibration
  • vibrate(pattern) - Trigger vibration with a duration (ms) or pattern array
  • stopVibration() - Stop any ongoing vibration

Usage:

function setup() {
  createCanvas(windowWidth, windowHeight);
  
  // Enable vibration with tap (Android only)
  enableVibrationTap('Tap to enable vibration');
  
  // Or use a button
  // enableVibrationButton('Enable Haptics');
}

function draw() {
  background(220);
  
  if (window.vibrationEnabled) {
    text('Vibration ready! Tap anywhere', 20, 20);
  } else {
    text('Vibration not available', 20, 20);
  }
}

function mousePressed() {
  if (window.vibrationEnabled) {
    // Simple vibration - 50ms pulse
    vibrate(50);
  }
}

Vibration Patterns:

// Single vibration (duration in milliseconds)
vibrate(100);  // Vibrate for 100ms

// Pattern: [vibrate, pause, vibrate, pause, ...]
vibrate([100, 50, 100]);           // Short-short pattern
vibrate([200, 100, 200, 100, 200]); // Triple pulse
vibrate([50, 50, 50, 50, 500]);     // Quick taps then long

// Stop any ongoing vibration
stopVibration();

Common Use Cases:

// Haptic feedback for button presses
function mousePressed() {
  if (window.vibrationEnabled) {
    vibrate(20);  // Quick tap feedback
  }
}

// Touch zones with different haptic patterns
function mousePressed() {
  if (window.vibrationEnabled) {
    if (mouseX < width/2) {
      vibrate(50);  // Left side - short pulse
    } else {
      vibrate([50, 30, 50]);  // Right side - double pulse
    }
  }
  return false;
}

// Collision detection
function checkCollision() {
  if (collision && window.vibrationEnabled) {
    vibrate([100, 50, 100, 50, 200]);  // Alert pattern
  }
}

// Game events
function gameOver() {
  if (window.vibrationEnabled) {
    vibrate(500);  // Long vibration for game over
  }
}

Best Practices:

  • Use short vibrations (20-100ms) for subtle feedback
  • Use patterns for more complex haptic responses
  • Always check window.vibrationEnabled before calling vibrate()
  • Don't overuse - vibration can quickly drain battery
  • Test on Android devices as iOS doesn't support vibration

Torch / Flashlight (Android Chrome)

Purpose: Control the rear camera flashlight from a sketch. This is useful for light-based interactions, signaling, installations, and hardware feedback.

Platform Support:

  • Android Chrome / Chromium browsers - Supported on devices that expose camera torch constraints
  • iOS Safari - Not supported through the browser
  • Requires HTTPS and camera permission

Important: Browser flashlight control is provided through a rear camera MediaStreamTrack, not through a separate flashlight permission. enableTorch*() starts an internal rear camera stream and keeps it alive while you control the torch. Use stopTorch() when you are done to turn the flashlight off and release the camera.

Commands:

  • enableTorchTap(message) - Tap anywhere on screen to enable flashlight control
  • enableTorchButton(text) - Creates a button with custom text to enable flashlight control
  • torchOn() - Turn the flashlight on
  • torchOff() - Turn the flashlight off while keeping control available
  • toggleTorch() - Toggle the flashlight state
  • setTorch(enabled) - Set the flashlight to a specific boolean state
  • stopTorch() - Turn off and release the internal camera stream
  • isTorchSupported() - Check whether the active camera track reports torch support

Aliases: All torch APIs also have flashlight aliases, such as enableFlashlightTap(), flashlightOn(), flashlightOff(), toggleFlashlight(), and setFlashlight().

Usage:

function setup() {
  createCanvas(windowWidth, windowHeight);
  lockGestures();
  enableTorchTap('Tap to enable flashlight');
}

function draw() {
  background(window.torchActive ? 255 : 20);
  fill(window.torchActive ? 20 : 255);
  text(window.torchActive ? 'on' : 'off', 30, 40);
}

async function mousePressed() {
  if (window.torchEnabled) {
    await toggleTorch();
  }
  return false;
}

Combined Hardware:

// Flashlight plus vibration
enablePermissionsTap(['torch', 'vibration'], 'Tap to enable disco hardware');

// Motion sensors plus flashlight
enablePermissionsTap(['sensors', 'torch'], 'Tap to enable shake flashlight');

Status Variables:

  • window.torchEnabled - Boolean indicating if the internal torch camera stream is active
  • window.torchSupported - Boolean indicating if the active track reports torch support
  • window.torchActive - Boolean indicating if the flashlight is currently on
  • window.torchError - Latest torch error message, if any
  • window.torchCapability - Raw torch capability value reported by the browser

Best Practices:

  • Use short, slow pulses if flashing the light
  • Avoid rapid strobing
  • Call torchOff() before pausing a light effect
  • Call stopTorch() when the sketch no longer needs flashlight control
  • Test on real Android devices because browser and hardware support varies

NFC Tag Reading (Android Only)

Purpose: Read NFC (Near Field Communication) tags using the Web NFC API. Ideal for interactive installations, scavenger hunts, or any sketch that responds to physical NFC tags.

⚠️ Platform Support:

  • Android - Chrome 89+ and Samsung Internet 15+
  • iOS - Not supported (Web NFC API not available on iOS)
  • Requires HTTPS — NFC is blocked on insecure origins

Important: The Web NFC API requires user activation (a tap or click) before scanning can begin — the same pattern used by all other p5-phone permission functions. On unsupported devices/browsers, window.nfcEnabled will be false and calls will be safely ignored with console warnings.

Commands:

  • enableNfcTap(message) - Tap anywhere on screen to enable NFC scanning
  • enableNfcButton(text) - Creates a button with custom text to enable NFC
  • stopNfc() - Stop NFC scanning
  • setNfcTagAlias(serialNumber, alias) - Give a tag ID a human-friendly name
  • getNfcTagAlias(serialNumber) - Get a saved alias for a tag ID
  • isNfcTag(aliasOrSerialNumber) - Check whether the most recently read tag matches an alias or ID

Status Variables:

  • window.nfcEnabled - Boolean indicating if NFC scanning is active
  • window.nfcStatus - String describing NFC startup/read status
  • window.nfcError - String containing the latest NFC startup/read error
  • window.nfcTagAliases - Object mapping tag IDs to aliases
  • window.lastNfcMessage - Object containing the most recently read tag's data
  • window.lastNfcSerialNumber - Serial number string of the most recently read tag
  • window.lastNfcAlias - Alias string for the most recently read tag, if one has been set

Two-step workflow:

  1. Open the NFC identifier example, scan each physical tag, type an alias, then download the tag list.
  2. Paste the generated setNfcTagAlias() lines into your sketch and use isNfcTag() in conditionals.

User Callback:

Define an nfcRead() function in your sketch to receive tag data when a tag is scanned:

function nfcRead(message, serialNumber) {
  // message.serialNumber — tag serial number
  // message.alias — saved alias, or '' if unnamed
  // message.records — array of NDEF records, each with:
  //   .recordType — 'text', 'url', 'mime', etc.
  //   .data — decoded content (string for text/url, object for JSON, raw for others)
  //   .mediaType — MIME type (for 'mime' records)
  //   .id — record id (if present)
  //   .raw — original DataView
}

Usage:

let tagText = 'No tag scanned yet';

function setup() {
  createCanvas(windowWidth, windowHeight);
  lockGestures();

  // Paste IDs from the NFC identifier example.
  setNfcTagAlias('04:85:2a:1b:9f:61:80', 'paintbrush');
  setNfcTagAlias('04:42:18:3c:9f:61:80', 'desk');

  enableNfcTap('Tap to enable NFC');
}

function draw() {
  background(220);
  textAlign(CENTER, CENTER);
  textSize(20);

  if (window.nfcEnabled) {
    if (isNfcTag('paintbrush')) {
      background(120, 220, 160);
      text('Paintbrush tag read', width / 2, height / 2);
    } else if (isNfcTag('desk')) {
      background(140, 180, 240);
      text('Desk tag read', width / 2, height / 2);
    } else {
      text(tagText, width / 2, height / 2);
      text('Hold an NFC tag near your phone', width / 2, height / 2 + 40);
    }
  } else {
    text('NFC not active', width / 2, height / 2);
  }
}

function nfcRead(message, serialNumber) {
  tagText = 'Tag: ' + (message.alias || serialNumber);

  if (isNfcTag('paintbrush', serialNumber)) {
    // This runs once when the paintbrush tag is scanned.
  }

  for (let record of message.records) {
    if (record.recordType === 'text' || record.recordType === 'url') {
      tagText += '\n' + record.data;
    }
  }
}

Record Types:

NFC tags contain NDEF records. The most common types are:

| Record Type | record.data Contains | Example | |-------------|----------------------|----------| | text | Decoded string | "Hello World" | | url | Decoded URL string | "https://example.com" | | mime | Decoded string or parsed JSON | { id: 42 } | | other | Raw DataView | Binary data |

Best Practices:

  • Always check window.nfcEnabled before relying on NFC features
  • Use the nfcRead() callback for real-time tag processing
  • Use setNfcTagAlias() and isNfcTag() when a sketch should respond to named physical objects
  • Use window.lastNfcMessage in draw() for displaying the most recent tag
  • Test on Android devices with Chrome — NFC is not available on iOS or desktop browsers
  • Tags must be NDEF-formatted to be read by the Web NFC API

Bluetooth Low Energy (Web Bluetooth)

Purpose: Send and receive typed values between a p5.js sketch and an Arduino-class BLE peripheral (companion P5PhoneBLE Arduino library). Ideal for sensor dashboards, physical controllers, and bidirectional installations.

Platform Support:

  • Android — Chrome
  • Desktop — Chrome, Edge
  • iOS Safari / Chrome — Web Bluetooth not available; use the free Bluefy browser app on iPhone/iPad
  • Requires HTTPS (or localhost)
  • Embedded iframes (Canvas LMS, editor previews) need allow="bluetooth" on the iframe

Two-step workflow:

  1. Call bleSetup() in setup() to declare the service profile (no user gesture needed).
  2. Call enableBleButton() (or another enableBle* helper) so the user can connect from a tap.

Commands:

  • bleSetup({ serviceUUID, namePrefix, characteristics }) — declare typed characteristics (read, write, notify)
  • enableBleTap(options?), enableBleButton(options?), enableBleCanvas(options?), enableBleBanner(options?), enableBleOn(selector) — gesture-gated connect UI
  • bleConnect() — low-level connect (must run inside a user gesture)
  • bleDisconnect() — disconnect from the peripheral
  • bleRead(name) — poll a read-only characteristic (read: true in bleSetup())
  • bleWrite(name, value, { ack: false }) — send a typed value (default: reliable write with response)
  • isBleSupported() — check Web Bluetooth availability

Status variables:

  • window.bleSupported — browser exposes Web Bluetooth
  • window.bleConnected — GATT link is up
  • window.bleStatus'idle' | 'requesting' | 'connecting' | 'connected' | 'disconnected' | 'error' | 'unsupported'
  • window.bleError — latest error message
  • window.bleDeviceName — connected device name
  • window.bleValues — latest decoded values keyed by characteristic name (read in draw())

Optional callbacks:

function bleReceive(name, value) { /* fired on each notification */ }
function bleReady(deviceName) { /* fired once connected */ }
function bleClosed() { /* fired on disconnect */ }

Usage:

function setup() {
  createCanvas(windowWidth, windowHeight);
  lockGestures();

  bleSetup({
    namePrefix: 'p5phone',
    characteristics: [
      { name: 'temp', type: 'float', notify: true },
      { name: 'brightness', type: 'uint8', write: true }
    ]
  });

  enableBleButton({ label: 'Connect device' });
  showDebug();
}

function draw() {
  background(20);
  if (bleConnected) {
    text('temp: ' + (bleValues.temp ?? '—'), 20, 40);
  }
}

function mousePressed() {
  if (bleConnected) {
    bleWrite('brightness', floor(map(mouseX, 0, width, 0, 255)));
  }
}

Omit characteristic uuid fields to auto-derive them from the service UUID and declaration order — the same contract used by the P5PhoneBLE Arduino library. All numeric types use little-endian byte order.

Best practices:

  • Call bleSetup() before any connect helper
  • Read bleValues in draw(); do not assume a fresh value every frame
  • Use showDebug() when testing on phones without devtools
  • Pair with a matching P5PhoneBLE Arduino sketch (same names, types, and order)

Speech Recognition Activation

Purpose: Enable the Web Speech API for voice input and speech-to-text in mobile browsers.

Important: This does NOT create a p5.AudioIn object — it only activates the audio context needed for the Web Speech API. You must create your own p5.SpeechRec object after enabling.

Commands:

  • enableSpeechTap(message) - Tap anywhere on screen to enable speech recognition
  • enableSpeechButton(text) - Creates a button with custom text to enable speech

Usage:

let speechRec;

function setup() {
  createCanvas(windowWidth, windowHeight);
  
  // Enable speech recognition
  enableSpeechTap('Tap to enable speech recognition');
}

// Use userSetupComplete() to know when permissions are ready
function userSetupComplete() {
  if (window.speechEnabled) {
    speechRec = new p5.SpeechRec('en-US');
    speechRec.continuous = true;
    speechRec.interimResults = true;
    speechRec.onResult = gotSpeech;
    speechRec.start();
  }
}

function gotSpeech() {
  if (speechRec.resultValue) {
    debug('You said:', speechRec.resultString);
  }
}

Combined Activation

Purpose: Enable both motion sensors and microphone with a single permission prompt, reducing the number of taps required.

Commands:

  • enableAllTap(message) - Tap anywhere to enable motion sensors + microphone
  • enableAllButton(text) - Button-based combined activation

Usage:

let mic;

function setup() {
  createCanvas(windowWidth, windowHeight);
  mic = new p5.AudioIn();
  lockGestures();
  
  // One tap enables both sensors and microphone
  enableAllTap('Tap to enable sensors & microphone');
}

function draw() {
  background(220);
  
  if (window.sensorsEnabled) {
    circle(width/2 + rotationY * 3, height/2 + rotationX * 3, 50);
  }
  
  if (window.micEnabled) {
    let level = mic.getLevel();
    rect(10, 10, level * 200, 20);
  }
}

PhoneCamera (ML5 Integration)

Purpose: Simplified camera access optimized for ML5.js machine learning models (FaceMesh, HandPose, BodyPose, ObjectDetection, etc.). Handles camera initialization, coordinate mapping, mirroring, and display modes automatically.

Key Features:

  • Automatic Coordinate Mapping - ML5 keypoints and bounding boxes automatically mapped to canvas coordinates
  • Mirror Support - Handles front camera mirroring for natural interaction
  • Display Modes - Multiple video sizing options (fitHeight, cover, contain, fixed)
  • ML5 Optimized - Direct integration with ML5 v1.x models
  • Auto-initialization - Camera starts automatically when permissions are granted

Commands:

| Function | Purpose | Parameters | |----------|---------|------------| | createPhoneCamera(active, mirror, mode) | Create new camera instance | active: 'user' or 'environment'mirror: true/falsemode: 'fitHeight', 'cover', 'contain', 'fixed' | | enableCameraTap(message) | Tap to enable camera | Optional message string | | cam.onReady(callback) | Execute code when camera ready | Callback function | | cam.mapKeypoint(keypoint) | Map single ML5 keypoint to screen | ML5 keypoint object | | cam.mapKeypoints(keypoints) | Map array of ML5 keypoints | Array of ML5 keypoints | | cam.mapBox(box) | Map single ML5 bounding box to screen | ML5 detection object with x, y, width, height | | cam.mapBoxes(boxes) | Map array of ML5 bounding boxes | Array of ML5 detection objects |

Properties:

| Property | Description | Type | |----------|-------------|------| | cam.ready | Camera initialization status | Boolean | | cam.video | p5.js video element | p5.Element | | cam.active | Current camera ('user'/'environment') | String | | cam.mirror | Mirror state | Boolean | | cam.mode | Display mode | String | | cam.width | Video width | Number | | cam.height | Video height | Number |

Basic Setup:

let cam;
let facemesh;
let faces = [];

function setup() {
  createCanvas(windowWidth, windowHeight);
  
  // Create camera: front camera, mirrored, fit to canvas height
  cam = createPhoneCamera('user', true, 'fitHeight');
  
  // Enable camera (auto-starts if permission granted)
  enableCameraTap();
  
  // Start ML5 when camera is ready
  cam.onReady(() => {
    let options = {
      maxFaces: 1,
      refineLandmarks: false,
      flipped: false  // cam.mapKeypoint() handles mirroring
    };
    
    facemesh = ml5.faceMesh(options, modelLoaded);
  });
}

function modelLoaded() {
  // Start detection - use cam.videoElement for ML5
  facemesh.detectStart(cam.videoElement, (results) => {
    faces = results;
  });
}

function draw() {
  background(220);
  
  // Draw camera feed
  if (cam.ready) {
    image(cam, 0, 0);  // PhoneCamera handles positioning automatically
  }
  
  // Draw tracked face keypoints
  if (faces.length > 0) {
    let face = faces[0];
    
    // Map nose tip keypoint (index 1) to screen coordinates
    let nose = cam.mapKeypoint(face.keypoints[1]);
    
    // Use coordinates for interaction
    fill(255, 0, 0);
    circle(nose.x, nose.y, 30);
    
    // Map all keypoints at once
    let allPoints = cam.mapKeypoints(face.keypoints);
    for (let point of allPoints) {
      circle(point.x, point.y, 3);
    }
  }
}

Display Modes:

| Mode | Behavior | |------|----------| | 'fitHeight' | Scale video to canvas height (default, recommended) | | 'cover' | Fill entire canvas (may crop video) | | 'contain' | Fit entire video in canvas (may show letterboxing) | | 'fixed' | Fixed size (set with cam.fixedWidth, cam.fixedHeight) |

Coordinate Mapping:

The mapKeypoint(), mapKeypoints(), mapBox(), and mapBoxes() functions automatically handle:

  • Video-to-canvas scaling
  • Mirror transformation (for front camera)
  • Offset positioning (for different display modes)
  • 3D coordinates (preserves z-depth from BlazePose)
// Single keypoint
let nose = cam.mapKeypoint(face.keypoints[1]);
console.log(nose.x, nose.y, nose.z);  // Screen coordinates + depth

// Multiple keypoints
let hands = cam.mapKeypoints(hand.keypoints);
hands.forEach(point => {
  circle(point.x, point.y, 5);
});

// Object detection bounding box
let mappedObject = cam.mapBox(detection);
rect(mappedObject.x, mappedObject.y, mappedObject.width, mappedObject.height);

ML5 Model Examples:

// FaceMesh (468 keypoints)
let options = { maxFaces: 1, refineLandmarks: false, flipped: false };
facemesh = ml5.faceMesh(options, modelLoaded);

// HandPose (21 keypoints per hand)
let options = { maxHands: 2, runtime: 'mediapipe', flipped: false };
handpose = ml5.handPose(options, modelLoaded);

// BodyPose (33 keypoints with 3D)
let options = { modelType: 'MULTIPOSE_LIGHTNING', flipped: false };
bodypose = ml5.bodyPose('BlazePose', options, modelLoaded);

// ObjectDetection (bounding boxes)
objectDetector = await ml5.objectDetection('cocossd');
objectDetector.detectStart(cam.videoElement, gotDetections);

Important Notes:

  • Always set flipped: false in ML5 options when available (PhoneCamera handles mirroring)
  • Use cam.videoElement (native HTML video element) when passing to ML5's detectStart()
  • Check cam.ready before using video or drawing keypoints
  • Call enableCameraTap() to handle camera permissions automatically

Debug System

Purpose: Essential on-screen debugging system for mobile development where traditional browser dev tools aren't accessible. Provides automatic error catching, timestamped logging, and color-coded messages.

Why use it: Mobile browsers often hide JavaScript errors, making debugging difficult. This system displays all errors, warnings, and custom messages directly on your mobile screen with timestamps and color coding.

Commands:

| Function | Purpose | Example | |----------|---------|---------| | showDebug() | Show debug panel and enable error catching | showDebug() | | hideDebug() | Hide debug panel | hideDebug() | | toggleDebug() | Toggle panel visibility | toggleDebug() | | debug(...args) | Log messages (white text) | debug("App started", frameRate()) | | debugError(...args) | Display errors (red text) | debugError("Connection failed") | | debugWarn(...args) | Display warnings (yellow text) | debugWarn("Low battery") | | debug.clear() | Clear all messages | debug.clear() |

Key Features:

  • Automatic Error Catching - JavaScript errors automatically displayed with red styling
  • Error Location - Shows filename and line number for easy debugging
  • Timestamps - All messages include precise timestamps
  • Color Coding - Errors (red), warnings (yellow), normal messages (white)
  • Mobile Optimized - Touch-friendly interface that works on small screens
  • Keyboard Shortcuts - Press 'D' to toggle, 'C' to clear (when debug is enabled)

Critical Setup:

function setup() {
  // IMPORTANT: Call showDebug() FIRST to catch setup errors
  showDebug();
  
  createCanvas(windowWidth, windowHeight);
  // Any errors after this point will be automatically caught and displayed
}

Usage Examples:

// Basic logging
debug("Touch at:", mouseX, mouseY);
debug("Sensors enabled:", window.sensorsEnabled);

// Error handling
debugError("Failed to load image");
debugWarn("Frame rate dropping:", frameRate());

// Objects and arrays
debug("Touch points:", touches);
debug({rotation: rotationX, acceleration: accelerationX});

Permission UI Styles

Beyond the default Tap and Button styles, p5-phone v1.7.0 provides three additional ways to present permission prompts. Each permission type (sensors, microphone, speech, all, camera) has all five variants.

Canvas Style

The canvas displays a centered message until the user taps. Great for "full-screen tap to start" experiences where you want the canvas to feel like a splash screen.

Commands:

  • enableSensorCanvas(message)
  • enableMicCanvas(message)
  • enableSpeechCanvas(message)
  • enableNfcCanvas(message)
  • enableAllCanvas(message)
  • enableCameraCanvas(message)

Usage:

function setup() {
  createCanvas(windowWidth, windowHeight);
  lockGestures();
  enableSensorCanvas('Tap canvas to begin');
}

function draw() {
  background(220);

  if (window.sensorsEnabled) {
    circle(width/2 + rotationY * 3, height/2 + rotationX * 3, 50);
  }
}

Banner Style

A styled banner slides in from the top of the screen with an animated entrance. After the user taps, the banner slides away and permissions are activated. Ideal when you want to keep your canvas visible underneath the prompt.

Commands:

  • enableSensorBanner(message)
  • enableMicBanner(message)
  • enableSpeechBanner(message)
  • enableNfcBanner(message)
  • enableAllBanner(message)
  • enableCameraBanner(message)

Usage:

function setup() {
  createCanvas(windowWidth, windowHeight);
  lockGestures();
  enableSensorBanner('Tap here to enable motion sensors');
}

function draw() {
  background(220);
  if (window.sensorsEnabled) {
    text('Rotation: ' + rotationX.toFixed(1), 20, 60);
  }
}

Custom Element Style

Bind the permission activation to any existing HTML element on the page using a CSS selector. This gives you full control over the look and placement of the trigger. The element is hidden after successful activation.

Commands:

  • enableSensorOn(selector)
  • enableMicOn(selector)
  • enableSpeechOn(selector)
  • enableNfcOn(selector)
  • enableAllOn(selector)
  • enableCameraOn(selector)

Usage (HTML):

<button id="start-btn" style="font-size:24px; padding:20px;">
  Start Experience
</button>

Usage (sketch.js):

function setup() {
  createCanvas(windowWidth, windowHeight);
  lockGestures();
  enableAllOn('#start-btn');
}

function draw() {
  background(220);

  if (window.sensorsEnabled) {
    circle(width/2 + rotationY * 3, height/2 + rotationX * 3, 50);
  }
}

Which Style Should I Use?

| Style | Best For | How It Works | |-------|----------|-------------| | Tap | Quick prototypes | Full-screen transparent overlay | | Button | Clear UI | Auto-generated styled button | | Canvas | Splash screens | Message drawn on the p5 canvas | | Banner | Polished apps | Animated slide-in banner | | Custom | Custom designs | Bind to your own HTML element |


Troubleshooting / FAQ

Why do I have to tap before sensors work?

iOS Safari requires a user gesture (tap, click) before granting access to motion sensors and the microphone. This is a browser security requirement — it cannot be bypassed. Android does not have this restriction, but the tap/button still works on Android (it's a no-op).

My sketch works on desktop but not on my phone

  1. Make sure you're serving over HTTPS — motion sensors and microphone are blocked on insecure origins.
  2. Check that you've called one of the enable... functions in setup().
  3. On iOS, check Settings → Safari → Motion & Orientation Access is enabled.

The debug console isn't showing

Make sure you're calling enableConsole() in your sketch. The console overlay appears at the bottom of the screen. You can use debug(), debugWarn(), and debugError() to log to it.

How do I know when permissions are ready?

Define a userSetupComplete() function — it's called automatically after the user taps and all requested permissions have been granted:

function userSetupComplete() {
  debug('All permissions granted!');
  debug('Sensors:', window.sensorsEnabled);
  debug('Mic:', window.micEnabled);
}

You can also check the status variables at any time:

  • window.sensorsEnabled
  • window.micEnabled
  • window.speechEnabled

Camera feed is blank or not loading

  1. Ensure your page is served over HTTPS.
  2. Check that you're using new PhoneCamera(this) in your sketch.
  3. Grant camera permission in the browser when prompted.
  4. Some iOS versions require the user to explicitly allow camera access in Settings → Safari → Camera.

Vibration isn't working on iOS

The Vibration API is not supported on iOS. Use navigator.vibrate only as an enhancement for Android devices. Check 'vibrate' in navigator before calling it.