Home/Features/Utility/Lua Runner

Lua Runner

Top-level main menu item; run Lua 5.1 scripts from SD with display + sprite graphics, button + touch input, modal text/number/select/confirm prompts, JSON, path/time/config helpers, SD CRUD, WiFi/HTTP, Sub-GHz RF (auto-detect CC1101 / M5 RF433), and toast notifications

STABLEUtility

Lua Runner lets you write and run Lua 5.1 scripts directly on the device, no compile step required. Scripts are stored as plain .lua files on the SD card and run in a while true do loop — a simple, game-engine-style model where your script owns the call stack for its entire lifetime.

Scripts live in /unigeek/lua/ on the SD card. Sub-directories are supported — the browser navigates into them. Back from the root exits to the menu.

Getting Started

  1. Put a .lua file in /unigeek/lua/ on the SD card.
  2. Open LUA from the main menu.
  3. Select the file. The script starts immediately.
  4. Press Back at any time — the script catches it and exits cleanly.

Where to get scripts

A curated collection of community scripts lives at github.com/lshaf/unigeek-lua. Two ways to install them:

  • On-device — open Download → Lua while connected to WiFi. The screen browses the repo as a folder tree (sourced from map.txt at the repo root) and saves each picked script to /unigeek/lua/<path>/<name>.lua straight onto the SD card. No SD removal, no manifest, no rate limit.
  • Manually — clone or download files from the repo and drop them under /unigeek/lua/ on the SD card yourself. Useful when you want to edit before installing, or want scripts that haven't been added to map.txt yet.

Want to contribute? PR a script to lshaf/unigeek-lua and add its path to map.txt so it shows up in the on-device browser.


How Scripts Execute

The script is compiled once and then lua_pcall() runs it exactly once on a dedicated FreeRTOS task. The script owns the entire call stack — the standard pattern is a while true do loop:

local lcd = require("uni.lcd")   -- load once, before the loop
local nav = require("uni.nav")   -- input lives in nav

local W, H  = lcd.w(), lcd.h()
local frame = 0                  -- local before the loop: persists for the session

while true do
  local btn = nav.btn()          -- local inside loop: re-created each iteration
  if btn == "back" then break end

  frame = frame + 1
  lcd.textColor(lcd.color(255,255,255), lcd.color(0,0,0))
  lcd.print(0, 0, string.format("frame %-6d", frame))

  uni.delay(16)   -- ~60 fps
end
-- script returns here; runner exits automatically
Concept Detail
Locals before the loop Declared once — persist for the entire script session
Locals inside the loop Re-created each iteration as normal Lua locals
No globals needed All persistent state goes in locals declared before the loop
break Exit the while loop — the runner exits automatically when the script returns
Back button nav.btn() returns "back" — your script must break to exit the loop
Memory Lua VM heap in internal SRAM. Source file buffer uses PSRAM on PSRAM-capable boards for scripts ≥ 2 KB (freed after compile)
Text datum Top-left (TL_DATUM) — set by the runner before and after every script

Available Standard Libraries

Only a subset of Lua 5.1 is included to save flash:

Library Status
basetype, tostring, tonumber, ipairs, pairs, pcall, …
tabletable.insert, table.remove, table.sort, …
stringstring.format, string.find, string.sub, …
mathmath.floor, math.random, math.randomseed, math.sin, …
package / require ✅ (see below)
io, os, debug ❌ not included

require() — Lazy Module Loading

Modules are lazy-loaded — each table is only allocated in memory the first time require() is called. Call require once before the while loop:

local lcd    = require("uni.lcd")     -- display + sprites
local sd     = require("uni.sd")      -- SD card I/O
local nav    = require("uni.nav")     -- buttons + touch
local input  = require("uni.input")   -- text / number / hex / ip prompts
local dialog = require("uni.dialog")  -- confirm / select popups
local notify = require("uni.notify")  -- on-screen toast
local json   = require("uni.json")    -- encode / decode
local path   = require("uni.path")    -- join / basename / dirname / ext
local time   = require("uni.time")    -- RTC clock
local config = require("uni.config")  -- read device settings
local wifi   = require("uni.wifi")    -- connect / status / ip
local http   = require("uni.http")    -- blocking GET / POST
local subghz = require("uni.subghz")  -- Sub-GHz RF (CC1101 / M5 RF433)

The uni table (core functions: debug, delay, millis, heap, beep) is always available as a global — no require needed.

There is no file-backed loader. require("mymodule") will not load /unigeek/lua/mymodule.lua. Only the modules above are available via require.


Anti-flicker: Overdraw Technique

Never call lcd.clear() inside the while loop. Clearing the full screen each frame causes severe flicker because the display blanks for a full frame before redrawing.

Instead, erase only what moved by painting the background colour over the previous bounding box:

-- Erase previous position (slightly oversized to catch edges)
lcd.rect(math.floor(prev_x) - R - 1, math.floor(prev_y) - R - 1, R*2+2, R*2+2, C_BG)

-- Move
bx = bx + vx
by = by + vy

-- Draw at new position
lcd.rect(math.floor(bx) - R, math.floor(by) - R, R*2, R*2, C_SPRITE)

For text that changes each frame, use lcd.textColor(fg, bg) with a background colour and string.format padding — no separate erase rect needed:

lcd.textColor(C_WHITE, C_BLACK)
lcd.print(0, 0, string.format("Score:%-5d", score))

For complex composited frames (multiple overlapping objects, gradients, anti-aliased shapes), build the frame in an off-screen lcd.sprite() and push() it once per loop — see the sprite section.

Rules:

  • Draw the static background once before the while loop — never inside it.
  • Erase each moving object with a bounding box 1–2 px larger than the sprite on each side.
  • lcd.clear() is fine for fully static screens (idle, game over) drawn only on state entry.

UniGeek API Reference

uni.debug(str)

Print a string to the serial console (USB monitor). Nothing appears on the display.

uni.debug("script started, heap=" .. uni.heap())

uni.delay(ms)

Pause for ms milliseconds using vTaskDelay. The Lua task sleeps; the host firmware keeps polling input in parallel, so nav.btn() and touch state remain fresh after the delay returns.

uni.delay(16)   -- ~60 fps
uni.delay(33)   -- ~30 fps

Always call uni.delay() inside the loop. Without it the CPU spins at full speed and the watchdog will eventually trip.


uni.heap() → number

Return the current free internal-heap in bytes.


uni.millis() → number

Return device uptime in milliseconds.


uni.beep(freq, ms)

Play a tone at freq Hz for ms milliseconds. No-op on boards without a speaker.

uni.beep(880,  30)   -- short blip
uni.beep(1200, 20)   -- jump sound
uni.beep(150,  120)  -- collision thud

uni.useTouch() / uni.useNav()

Touch boards only, and cosmetic: they toggle the on-screen touch-nav overlay — the coloured edge bars that mark the up / ok / down / back zones. uni.useTouch() hides them; uni.useNav() shows them. The runner already hides the overlay for the duration of a script on touch-nav boards, so most scripts never need to call either — they exist for the rare script that wants the zone guides drawn (uni.useNav()) or explicitly cleared. Both are no-ops on button-only boards, and the overlay is restored automatically when the script exits.

uni.useTouch()                 -- hide the zone overlay bars; draw on a clean screen

[!important] These do not disable navigation uni.useTouch() only stops the overlay bars being painted — taps still produce nav.btn() directions from their zone (left = "back", right column = up / ok / down) exactly as before. There is no flag that turns that off. To own raw taps across the whole screen, hit-test your own targets first and fall through to nav.btn() — see How touch maps to navigation above.


math.random / math.randomseed

The runner reseeds both Arduino's random() and Lua's math.random() from the device's hardware RNG (esp_random() mixed with MAC, RTC, micros, and an NVS-persisted rolling chain) every time a script starts. You don't need to call math.randomseed() at all — every run is already seeded with fresh entropy.

If you do call math.randomseed(n), the argument is folded into that same entropy chain rather than used verbatim. So math.randomseed(uni.millis()) won't lock you into a narrow per-boot seed range; it just adds a tiny bit of extra mixing on top of the hardware RNG. Result: identical behaviour for reproducibility purposes (you'll still get a different sequence each run), but no longer correlated to whatever value you passed in.

Drop math.randomseed(uni.millis()) from new scripts — it's now a no-op for most practical purposes. Keep it only as a hint to readers that the script wants random behaviour.


uni.lcd — Display

Load with local lcd = require("uni.lcd"). All coordinates are relative to the top-left of the full screen.


lcd.w() / lcd.h() → number

Screen width and height in pixels.


lcd.color(r, g, b) → number

Convert 8-bit RGB to a packed RGB565 colour value for use in all other lcd.* calls.

local WHITE  = lcd.color(255, 255, 255)
local BLACK  = lcd.color(  0,   0,   0)
local RED    = lcd.color(255,  50,  50)
local GREEN  = lcd.color(  0, 220,   0)
local BLUE   = lcd.color( 80, 140, 255)
local YELLOW = lcd.color(255, 220,   0)
local GREY   = lcd.color( 80,  80,  80)
local ORANGE = lcd.color(255, 140,   0)

lcd.clear()

Fill the entire screen with black. Use before the while loop or for static screens — not inside the animation loop.


lcd.fillScreen(color)

Fill the entire screen with an arbitrary colour.

lcd.fillScreen(lcd.color(10, 10, 30))

lcd.textSize(n)

Set text scale. 1 = small, 2 = double-size heading.


lcd.textColor(fg [, bg])

Set text foreground colour. Optional bg fills behind each glyph — use with string.format padding for flicker-free in-place text updates.

lcd.textColor(WHITE)           -- foreground only
lcd.textColor(WHITE, BLACK)    -- fg + bg fill (no erase rect needed)

lcd.textDatum(n)

Set text alignment. Uses TFT_eSPI datum values:

n Alignment
0 Top-left (default)
1 Top-centre
2 Top-right
3 Middle-left
4 Middle-centre
5 Middle-right
6 Bottom-left
7 Bottom-centre
8 Bottom-right
lcd.textDatum(4)                              -- centre around (x, y)
lcd.print(math.floor(W/2), math.floor(H/2), "Hello")
lcd.textDatum(0)                              -- restore top-left

The runner always resets to top-left (0) when the script exits.


lcd.textWidth(str) → number

Return the pixel width of str at the current text size and font. Useful for centring or right-aligning without textDatum.

lcd.textSize(1)
local label = "Score: " .. score
lcd.print(W - lcd.textWidth(label) - 4, 0, label)

lcd.print(x, y, str)

Draw a string at pixel position (x, y) using the current text size, colour, and datum.

lcd.textSize(2)
lcd.textColor(WHITE)
lcd.print(0, 0, "Hello!")
lcd.print(0, 20, string.format("frame %-6d", frame))

lcd.rect(x, y, w, h, color)

Draw a filled rectangle.

lcd.rect(0,  0, 40, 20, lcd.color(255, 0, 0))
lcd.rect(50, 0, 40, 20, lcd.color(0, 200, 0))

lcd.line(x0, y0, x1, y1, color)

Draw a line from (x0, y0) to (x1, y1).


lcd.circle(x, y, r, color) / lcd.fillCircle(x, y, r, color)

Outline (circle) or filled (fillCircle) circle centred at (x, y) with radius r.

lcd.fillCircle(W / 2, H / 2, 20, lcd.color(255, 200, 0))
lcd.circle(W / 2, H / 2, 24, lcd.color(60, 60, 60))   -- ring around it

lcd.roundRect(x, y, w, h, r, color) / lcd.fillRoundRect(x, y, w, h, r, color)

Outline / filled rectangle with rounded corners of radius r.

lcd.fillRoundRect(8, 8, 120, 28, 4, lcd.color(40, 40, 60))   -- chip background
lcd.textColor(lcd.color(255, 255, 255))
lcd.print(16, 14, "Settings")

uni.lcd.sprite — Off-screen buffer

lcd.sprite(w, h) returns a sprite handle (Lua userdata) backed by an off-screen pixel buffer. Build a complete frame in the sprite, then push() it to the screen as one operation — perfect for cases where overdraw becomes too intricate or where you want sub-pixel motion without flicker.

local lcd = require("uni.lcd")
local nav = require("uni.nav")

local W, H = lcd.w(), lcd.h()
local sp   = lcd.sprite(W, H)            -- nil if allocation failed
if not sp then uni.debug("sprite OOM"); return end

local C_BG  = sp:color(10, 10, 30)       -- color() works on the sprite too
local C_DOT = sp:color(255, 220, 0)
local x, y, vx, vy = W/2, H/2, 2.4, 1.7

while true do
  if nav.btn() == "back" then break end

  -- Compose the entire frame off-screen
  sp:fill(C_BG)
  sp:fillCircle(math.floor(x), math.floor(y), 8, C_DOT)
  sp:textColor(sp:color(180, 180, 180))
  sp:print(2, 2, string.format("heap:%d", uni.heap()))

  -- Single blit to the display
  sp:push(0, 0)

  x = x + vx; y = y + vy
  if x < 8 or x > W - 8 then vx = -vx end
  if y < 8 or y > H - 8 then vy = -vy end

  uni.delay(16)
end

sp:free()   -- optional; __gc also frees on script exit

A full-screen RGB565 sprite uses W * H * 2 bytes of internal heap (e.g. 320×240 ≈ 150 KB). If lcd.sprite() returns nil, allocate a smaller sprite or stick with overdraw.

Sprite handle methods

Sprites use the same color values as lcd.color(). They are returned as plain numbers; sp:color(r,g,b) is provided as a convenience but lcd.color(r,g,b) returns the same packed RGB565 value.

Method Description
sp:push(x, y [, transp]) Blit sprite to screen at (x, y). Optional transp colour is treated as alpha.
sp:fill(color) Fill the entire sprite with color.
sp:rect(x, y, w, h, color) Filled rect inside the sprite.
sp:line(x0, y0, x1, y1, color) Line inside the sprite.
sp:circle(x, y, r, color) / sp:fillCircle(x, y, r, color) Outline / filled circle.
sp:roundRect(x, y, w, h, r, color) / sp:fillRoundRect(...) Outline / filled rounded rect.
sp:print(x, y, str) Draw text at (x, y) inside the sprite.
sp:textColor(fg [, bg]) Set text colour for the sprite.
sp:textSize(n) Set text scale for the sprite.
sp:textDatum(n) Set text alignment for the sprite (same datum codes as lcd).
sp:textWidth(str) → number Pixel width at the sprite's current size.
sp:w() / sp:h() → number Sprite width / height.
sp:free() Free the buffer immediately. The sprite handle is unusable afterwards; the script will error if you try to use it again.

uni.sd — SD Card

Load with local sd = require("uni.sd"). Paths are absolute from the SD root, e.g. /unigeek/lua/save.txt. All functions return false, nil, or -1 when storage is unavailable.


sd.exists(path) → bool

if sd.exists("/unigeek/lua/save.txt") then
  -- load saved state
end

sd.read(path) → string

Read the entire file. Returns an empty string if missing; nil if SD is unavailable.

local raw = sd.read("/unigeek/lua/save.txt")
if raw and #raw > 0 then score = tonumber(raw) or 0 end

sd.write(path, content) → bool

Overwrite (or create) the file.

sd.write("/unigeek/lua/save.txt", tostring(score))

sd.append(path, content) → bool

Append to the file (creates it if it does not exist).

sd.list(path) → table

Return an array of up to 32 entries. Each entry: { name = string, isDir = bool }.

local entries = sd.list("/unigeek/lua")
for i, e in ipairs(entries) do
  uni.debug((e.isDir and "[D] " or "[F] ") .. e.name)
end

sd.remove(path) → bool

Delete a file. Returns false if the file is missing or storage is unavailable.

sd.rename(src, dst) → bool

Rename / move a file from src to dst. Both paths are absolute from the SD root.

sd.mkdir(path) → bool

Create a directory. Parent directories must already exist.

sd.size(path) → number

Return the file size in bytes. -1 when missing or storage is unavailable.

if sd.size("/unigeek/lua/save.txt") > 1024 then
  uni.debug("save file is large")
end

uni.nav — Buttons & Touch

Load with local nav = require("uni.nav"). The host firmware drives nav state in the background; nav.* functions just sample whatever it last latched.


nav.btn() → string

Return the most recent navigation event since the last call. Each press is consumed once — calling nav.btn() again before another press returns "none".

Value Meaning
"up" Up / joystick up
"down" Down / joystick down
"left" Left / joystick left
"right" Right / joystick right
"ok" Centre press / confirm
"back" Back button
"none" No press latched this frame
local btn = nav.btn()
if btn == "back" then break end
if btn == "up"   then y = y - 4 end

nav.touchX() / nav.touchY() → number

Return the raw screen coordinates of the most recent touch contact, or -1 when no touch has been seen yet (or on non-touch boards). Coordinates are in display pixels; combine with nav.isTouched() to tell a fresh contact from a stale one.


nav.hasTouch() → bool

Return true on boards that have a touch screen, false on button / stick / keyboard boards. Use this to branch your UI up front (draw tap targets vs. a button-driven menu) instead of inferring touch from a -1 nav.touchX(). The value is fixed per board — it reflects hardware capability, not whether a finger is currently down.


nav.isTouched() → bool

Return true while a finger is currently in contact with the screen. Goes back to false on lift. Always false on boards without touch.

local nav = require("uni.nav")

while true do
  if nav.btn() == "back" then break end

  if nav.isTouched() then
    local tx, ty = nav.touchX(), nav.touchY()
    lcd.fillCircle(tx, ty, 6, lcd.color(0, 220, 0))
  end

  uni.delay(16)
end

How touch maps to navigation (important)

On a touch-nav board (no physical buttons — e.g. CoreS3, CYD) the screen is carved into invisible nav zones, and nav.btn() is produced from which zone a tap fell in:

┌──────┬──────────────────┐
│      │       UP         │   left quarter  → "back"
│      ├──────────────────┤   right column, top third    → "up"
│ BACK │       OK         │   right column, middle third → "ok"
│      ├──────────────────┤   right column, bottom third → "down"
│      │       DOWN       │
└──────┴──────────────────┘

So a single tap is reported two ways at once: as raw coordinates (nav.touchX/Y/isTouched) and as a nav.btn() direction. A tap in the left quarter returns "back" even though, to your script, the finger landed on whatever you drew there.

[!warning] Hit-test your own targets before honouring nav.btn() If your script does its own coordinate hit-testing (a grid, on-screen buttons, a canvas), resolve the touch first and only fall back to the nav.btn() direction when the tap missed everything. Otherwise a tap on one of your targets that happens to sit in the "back" zone will exit your script. This is exactly how the firmware main menu handles its icon grid.

while true do
  local btn = nav.btn()                 -- the release event; touch taps come through here too
  if btn ~= "none" then
    local hit = cellAt(nav.touchX(), nav.touchY())   -- your own hit-box test
    if hit then
      select(hit)                       -- a tap on a target wins over the zone it fell in
    elseif btn == "back" then
      break                             -- a real back: the tap missed every target
    elseif btn == "up" or btn == "down" then
      moveCursor(btn)                    -- zone directions still drive button-board nav
    elseif btn == "ok" then
      confirm()
    end
  end
  uni.delay(33)
end

nav.touchX/Y return -1 on button-only boards, so cellAt() is nil there and nav.btn() drives everything exactly as on a stick/keyboard board — the same code path works on every device.

There is no flag that stops taps from generating nav.btn() — the zone mapping is always live, so hit-testing first is the pattern, not a toggle. (uni.useTouch() only hides the on-screen zone overlay bars so they don't paint over your drawing; it does not change what nav.btn() reports.)


uni.input — Modal prompts

Each call blocks the script until the user dismisses the popup. Returns nil on cancel. Internally the script's Lua task parks the request on the engine and the runner's loop task drives the actual popup — so the popup gets the same Uni.update() flow as any other firmware screen.

Function Returns Notes
input.text(title, [default]) string | nil free-form text
input.number(title, [min], [max], [default]) number | nil digits only; min/max validated by the popup
input.hex(title, [default]) string | nil hex digits + space
input.ip(title, [default]) string | nil digits + .
local input = require("uni.input")

local name = input.text("Your name?", "Anon")
if not name then return end                     -- user cancelled

local age = input.number("Age?", 0, 120, 18)
local mac = input.hex("MAC?", "AABBCCDDEEFF")
local ip  = input.ip("Server IP?", "192.168.1.1")

uni.dialog — Modal choice popups

Same blocking behaviour as uni.input.

Function Returns Notes
dialog.confirm(title) bool true for Yes, false for No or cancel
dialog.select(title, options) string | nil options is a Lua array of strings; returns the chosen string
local dialog = require("uni.dialog")

if dialog.confirm("Erase save file?") then
  sd.remove("/unigeek/games/save.txt")
end

local mode = dialog.select("Pick mode", {"Easy", "Medium", "Hard"})
if mode then uni.debug("got: " .. mode) end

dialog.select is capped at 16 options.


uni.notify — Toast

Non-blocking (well, blocks the script for ms ms but not the rest of the firmware): paints a centred status box, sleeps, wipes.

local notify = require("uni.notify")
notify.show("Saved!", 800)        -- 800 ms toast
notify.show("Quick blip", 250)

ms defaults to 800.


uni.json — Encode / Decode

Backed by the ESP-IDF cJSON. Round-trips Lua tables, numbers, strings, booleans, and nil.

Function Returns Notes
json.encode(value) string | nil nil on failure
json.decode(str) value | nil nil on parse error
local json = require("uni.json")

local raw = '{"name":"Mira","scores":[12,34,56]}'
local t = json.decode(raw)
uni.debug(t.name)              -- Mira
uni.debug(tostring(t.scores[2])) -- 34

local out = json.encode({ ok = true, list = {1, 2, 3} })
sd.write("/unigeek/games/save.json", out)

A Lua table with sequential 1..N integer keys encodes as a JSON array; everything else (including {}) encodes as a JSON object. Mixed key types are encoded as objects with stringified keys.


uni.path — Path helpers

Pure string ops; no SD access.

Function Returns Example
path.join(a, b, ...) string path.join("/unigeek", "lua", "save.txt")/unigeek/lua/save.txt
path.basename(p) string path.basename("/foo/bar.txt")bar.txt
path.dirname(p) string path.dirname("/foo/bar.txt")/foo
path.ext(p) string path.ext("save.txt")txt
local path = require("uni.path")

local entries = sd.list("/unigeek/lua")
for _, e in ipairs(entries) do
  if not e.isDir and path.ext(e.name) == "lua" then
    uni.debug("script: " .. path.join("/unigeek/lua", e.name))
  end
end

uni.time — RTC

local time = require("uni.time")
local t = time.now()
-- t.year, t.month, t.day, t.hour, t.min, t.sec, t.wday (0=Sun), t.epoch
uni.debug(string.format("%04d-%02d-%02d %02d:%02d:%02d",
  t.year, t.month, t.day, t.hour, t.min, t.sec))

t.wday follows C convention: 0 = Sunday, 6 = Saturday. t.epoch is Unix seconds.

If the device hasn't synced its RTC (no NTP since boot), the values will reflect whatever the RTC currently holds — typically 1970-01-01 shortly after a cold boot.


uni.wifi — Station-mode WiFi

Load with local wifi = require("uni.wifi"). The module talks directly to the underlying ESP32 WiFi driver, so it cooperates with anything else on the device that uses WiFi (Web File Manager, Wardrive, etc.).

If your script calls wifi.connect() and connects successfully, the runner automatically disconnects when the script exits. If WiFi was already up before you ran the script, the runner leaves it alone — your script can use it but won't tear it down.

Function Returns Notes
wifi.status() string "connected", "connecting", "disconnected", "no_ssid", "failed", "lost", or "off"
wifi.ssid() string Connected SSID, or "" when not connected
wifi.ip() string Dotted-quad IP, or "" when not connected
wifi.connect(ssid, [pass], [timeoutMs]) bool Blocks up to timeoutMs (default 10 000). Returns true if associated.
wifi.disconnect() Drop the connection immediately. Releases the runner's "I started it" flag.
local wifi = require("uni.wifi")

if wifi.status() ~= "connected" then
  if not wifi.connect("home-ap", "secret", 15000) then
    uni.debug("wifi failed")
    return
  end
end

uni.debug("ip: " .. wifi.ip())

uni.http — Blocking GET / POST

Load with local http = require("uni.http"). Requires wifi.status() == "connected". Each call uses a one-shot WiFiClientSecure (with setInsecure(), like the rest of the firmware) so there's no persistent TLS session to manage.

Response bodies are capped at 256 KB to keep a stray URL from OOM'ing the Lua VM. A response larger than that returns nil, -3.

HTTPS support is board-dependent. mbedTLS needs ~30 KB of contiguous internal SRAM for the TLS handshake. The runner forces a full Lua GC before every request, and on PSRAM-equipped boards (CoreS3, StickS3) the mbedTLS allocator is redirected to PSRAM so HTTPS always works. On no-PSRAM boards (Cardputer, Cardputer Adv, StickC Plus, T-Display, …) the TLS handshake competes for the same internal SRAM as the WiFi driver's DMA buffers and the Lua VM — SSL - Memory allocation failed (HTTP code -1) is the typical symptom when memory is tight. Plain http:// works on every board; for HTTPS on no-PSRAM hardware, consider hitting a local-proxy URL or moving to a PSRAM-equipped board.

Function Returns Notes
http.get(url) body, code, err body is a Lua string on success or nil on failure; code is HTTP status or negative error; err is a human-readable string ("" on success)
http.post(url, [body]) body, code, err Same shape. body is a Lua string (any bytes)

Two-value capture (local body, code = http.get(url)) still works — the error string is discarded.

Return-code convention:

code Meaning
≥ 100 HTTP status (200, 404, 500, …)
-2 http.begin() failed (bad URL)
-3 Response too large (≥ 256 KB)
other negative HTTPClient transport error — connection refused, DNS failure, no WiFi, etc. (see HTTPClient::errorToString)
local http = require("uni.http")
local body, code = http.get("https://example.com/scores.json")
if code == 200 then
  local data = require("uni.json").decode(body)
  ...
end

uni.config — Read device settings

Read-only window into the firmware's ConfigManager.

Key Returns Notes
"theme_color" number resolved RGB565 — feed straight into lcd.color-style args
"device_name" string e.g. "UniGeek"
"primary_color" string colour name ("Blue", "Red", …)
"brightness" string "0".."100"
"volume" string "0".."100"
any other key string raw stored value, or "" if unset
local config = require("uni.config")
local theme = config.get("theme_color")     -- number
local name  = config.get("device_name")     -- string
lcd.fillRoundRect(8, 8, 100, 24, 4, theme)
lcd.textColor(lcd.color(255, 255, 255), theme)
lcd.print(16, 14, name)

uni.subghz — Sub-GHz RF

Load with local subghz = require("uni.subghz"). A single facade over the two RF backends in the firmware — your script runs the same code regardless of which chip is on the bus:

  • CC1101 — SPI module, tunable ~280–928 MHz, supports frequency scan.
  • M5 RF433 — Grove two-pin bit-bang, fixed 433.92 MHz, no tune, no scan.

The backend is picked lazily the first time an operation needs the radio: CC1101 is tried first (SPI chip-ID probe via the board's CC1101_CS / CC1101_GDO0 pins), M5 RF433 is the fallback. Call subghz.info() to learn which one you got.

Sub-GHz transmit and jamming are regulated. Only transmit on frequencies and at duty cycles you are licensed/authorised to use. Receiving and replaying signals you don't own may be illegal in your jurisdiction.

The runner tears the radio down automatically when the script exits (RX ISR disarmed, TX stopped, SPI released). You don't have to call subghz.close(), but doing so frees the chip mid-script if you're done with it.

Signal table

pollReceive, parseSub, send, and formatSub all marshal the same signal table (identical for both backends). Fields are optional going in — set only what your protocol needs:

Field Type Notes
frequency number MHz. On send, retunes the CC1101 if it differs from the current freq
preset string modulation preset name (e.g. "AM650")
protocol string decoder name (e.g. "Princeton", "KeeLoq")
rawData string space-separated µs timings for RAW signals
key number decoded code value (fits 32-bit; >2^53 loses precision)
te, bit number timing element (µs) and bit length
mf_name string manufacturer name (KeeLoq)
serial, btn, cnt, fix, encrypted, hop number rolling-code fields (KeeLoq)

Functions

Function Returns Notes
subghz.info() table {backend="cc1101"|"rf433"|nil, canTune=bool, canScan=bool, freq=MHz}. Opens the radio.
subghz.setFrequency(mhz) bool CC1101 only. On RF433 returns false, "unsupported on rf433"
subghz.getFrequency() number Current MHz (RF433 always 433.92)
subghz.setRxFilter(mode) bool mode = "raw" or "code"
subghz.beginReceive() bool Arm the RX ISR
subghz.pollReceive() signal|nil Non-blocking — nil when nothing decoded this poll
subghz.endReceive() Disarm RX
subghz.send(signal) bool Detaches RX during TX, re-arms after if you were receiving
subghz.beginScan() bool CC1101 only — false, "unsupported on rf433" otherwise
subghz.stepScan() bool Advance the scan one step
subghz.endScan() Stop scanning
subghz.getScanFreq() number MHz of the last scan step
subghz.getScanRssi() number dBm of the last scan step (-120 when idle)
subghz.startJam() bool Park the chip in TX / carrier mode
subghz.jamBurst() bool Emit one burst — must startJam() first
subghz.stopJam() Stop jamming and fully tear down the radio
subghz.parseSub(content) signal|nil Parse Flipper .sub file text into a signal
subghz.formatSub(signal) string Serialise a signal back to .sub text
subghz.close() Release the radio immediately
local subghz = require("uni.subghz")
local sd     = require("uni.sd")

local info = subghz.info()
uni.debug("radio: " .. tostring(info.backend))   -- "cc1101" or "rf433"

-- capture the first signal we see, save it as a .sub file, then replay it
subghz.setRxFilter("code")
subghz.beginReceive()
local sig
while true do
  if nav.btn() == "back" then break end
  sig = subghz.pollReceive()
  if sig then
    sd.write("/unigeek/subghz/capture.sub", subghz.formatSub(sig))
    subghz.endReceive()
    subghz.send(sig)          -- RX is torn down for the TX, then re-armed
    break
  end
  uni.delay(20)
end

Writing Scripts with AI

Paste the context block below into any AI chat before describing what you want.


Context block — copy and paste this first

You are writing a Lua 5.1 script for the UniGeek ESP32 firmware Lua Runner.

## Execution model
- The script is compiled once. lua_pcall() runs it exactly once on a dedicated
  FreeRTOS task — the script owns the call stack.
- The standard pattern is a `while true do` loop inside the script.
- Locals declared BEFORE the loop persist for the entire session (use instead of globals).
- Locals declared INSIDE the loop are re-created each iteration as normal.
- `break` exits the loop; the runner exits automatically when the script returns — no exit() needed.
- The Back button: nav.btn() returns "back" — your script must break to exit the loop.
- On touch-nav boards (CoreS3, CYD — no physical buttons) nav.btn() comes from WHICH zone a
  tap fell in, so a tap is reported BOTH as raw coords AND as a direction — see the touch-nav
  hit-test rule below before mixing touch with nav.btn().
- uni.delay(ms) sleeps the Lua task; nav state stays fresh across delays.
- Text datum is TL_DATUM (top-left) at script start and restored on exit.

## Standard libraries available
Lua 5.1 with: base, table, string, math, package.
NOT available: io, os, debug.
All file I/O goes through sd.* (require "uni.sd").

## require() — module loading
Modules are lazy-loaded — call require() once before the while loop:
  local lcd    = require("uni.lcd")     -- display + sprites
  local sd     = require("uni.sd")      -- SD card I/O
  local nav    = require("uni.nav")     -- buttons + touch
  local input  = require("uni.input")   -- text/number/hex/ip prompts (modal)
  local dialog = require("uni.dialog")  -- confirm/select popups (modal)
  local notify = require("uni.notify")  -- toast (auto-wipe after ms)
  local json   = require("uni.json")    -- encode/decode
  local path   = require("uni.path")    -- join/basename/dirname/ext
  local time   = require("uni.time")    -- RTC clock
  local config = require("uni.config")  -- read device settings
  local wifi   = require("uni.wifi")    -- station-mode connect/status
  local http   = require("uni.http")    -- blocking GET/POST (TLS via setInsecure)
  local subghz = require("uni.subghz")  -- Sub-GHz RF (CC1101 / M5 RF433 auto-detect)
The uni table (debug, delay, millis, heap, beep, useTouch, useNav) is always a global — no require needed.
There is NO file-backed loader — require("mymodule") does NOT load .lua files.

## Anti-flicker rule — CRITICAL
NEVER call lcd.clear() or lcd.fillScreen() inside the while loop — they cause full-screen flicker.
Draw the static background ONCE before the while loop, then never again.
Erase only what moved by painting the background color over the previous bounding box:
  lcd.rect(prev_x - R - 1, prev_y - R - 1, R*2+2, R*2+2, C_BG)  -- erase old
  lcd.rect(new_x  - R,     new_y  - R,     R*2,   R*2,   C_SPRITE) -- draw new
For changing text: use lcd.textColor(fg, bg) + string.format padding instead of an erase rect:
  lcd.textColor(WHITE, BLACK)
  lcd.print(0, 0, string.format("Score:%-5d", score))
For complex composited frames: build into lcd.sprite(w, h) and sp:push() once per frame.
lcd.clear() / lcd.fillScreen() are fine for static screens (idle, game over) drawn only on state entry.

## Touch-nav hit-test rule — CRITICAL
On touch-nav boards (CoreS3, CYD — no physical buttons) the screen is split into fixed zones
and nav.btn() is decided by WHICH zone a tap fell in: left quarter = "back", right column
thirds = "up" / "ok" / "down". So every tap is reported BOTH ways at once — as raw coords
(nav.touchX/Y/isTouched) AND as a nav.btn() direction.
If your script does its OWN coordinate hit-testing (a grid, on-screen buttons, a canvas) you
MUST resolve the touch FIRST and fall back to nav.btn()=="back" only when the tap missed every
target. Otherwise a tap on a target that happens to sit in the "back" zone exits the script.
nav.touchX/Y are -1 on button-only boards, so the SAME code drives stick/keyboard nav unchanged.
  while true do
    local btn = nav.btn()                 -- release event; touch taps arrive here too
    if btn ~= "none" then
      local hit = cellAt(nav.touchX(), nav.touchY())   -- your own hit-box test
      if hit then select(hit)             -- a tap on a target beats the zone it fell in
      elseif btn == "back" then break      -- a real back: the tap missed everything
      elseif btn == "up" or btn == "down" then moveCursor(btn)
      elseif btn == "ok" then confirm() end
    end
    uni.delay(33)
  end
There is NO flag that stops taps from firing nav.btn() — the zone mapping is always live, so
hit-testing first is the pattern, not a toggle. uni.useTouch() only hides the zone OVERLAY bars
(cosmetic) and does NOT change what nav.btn() reports.

## Complete API

### System (always available — no require)
uni.debug(str)          -- print string to USB serial console (not display)
uni.delay(ms)           -- pause ms milliseconds; nav state stays fresh across delays
uni.millis()            -- returns uptime in milliseconds (number)
uni.heap()              -- returns free internal heap in bytes (number)
uni.beep(freq, ms)      -- play tone; no-op on boards without speaker
uni.useTouch()          -- touch boards: hide the nav zone OVERLAY bars (cosmetic only — does
                        --   NOT stop taps firing nav.btn(); hit-test first, see rule above)
uni.useNav()            -- touch boards: restore the nav zone overlay (auto-restored on exit)

### Input  (require "uni.nav" first)
nav.btn()               -- returns one string per consumed press:
                        --   "up", "down", "left", "right" — directional
                        --   "ok"   — centre press / confirm
                        --   "back" — back button (script must break to exit loop)
                        --   "none" — nothing latched this frame
                        -- Each press is consumed once.
nav.touchX()            -- last touch X in pixels, or -1 if no touch / non-touch board
nav.touchY()            -- last touch Y in pixels, or -1 if no touch / non-touch board
nav.isTouched()         -- true while a finger is currently down
nav.hasTouch()          -- true if the board has a touch screen (fixed per board)

### Display  (require "uni.lcd" first; all coordinates in pixels, origin top-left)
lcd.w()                 -- screen width (number)
lcd.h()                 -- screen height (number)
lcd.color(r, g, b)      -- convert 8-bit RGB to RGB565 number; use for all color args
lcd.clear()             -- fill entire screen with black
lcd.fillScreen(c)       -- fill entire screen with color c
lcd.textSize(n)         -- set text scale: 1=small, 2=large
lcd.textColor(fg)       -- set foreground color only
lcd.textColor(fg, bg)   -- set fg + fill bg behind glyphs (use with string.format padding)
lcd.textDatum(n)        -- set alignment: 0=TL 1=TC 2=TR 3=ML 4=MC 5=MR 6=BL 7=BC 8=BR
lcd.textWidth(s)        -- pixel width of string s at current size (number)
lcd.print(x, y, s)      -- draw string s at pixel (x, y) using current datum
lcd.rect(x,y,w,h,c)     -- draw filled rectangle; c from lcd.color()
lcd.line(x0,y0,x1,y1,c) -- draw line; c from lcd.color()
lcd.circle(x,y,r,c)     -- outline circle centred at (x,y), radius r
lcd.fillCircle(x,y,r,c) -- filled circle
lcd.roundRect(x,y,w,h,r,c)     -- outline rounded rect; r = corner radius
lcd.fillRoundRect(x,y,w,h,r,c) -- filled rounded rect

### Sprites  (off-screen buffer; lcd.sprite() returns userdata or nil)
local sp = lcd.sprite(w, h)    -- allocate; nil if OOM (RGB565 → w*h*2 bytes)
sp:fill(c)                     -- fill sprite with color
sp:rect(x,y,w,h,c)             -- filled rect inside sprite
sp:line(x0,y0,x1,y1,c)         -- line
sp:circle(x,y,r,c) / sp:fillCircle(x,y,r,c)
sp:roundRect(x,y,w,h,r,c) / sp:fillRoundRect(x,y,w,h,r,c)
sp:print(x,y,s)                -- text inside sprite
sp:textColor(fg [, bg])        -- text colour for sprite
sp:textSize(n)                 -- text scale for sprite
sp:textDatum(n)                -- alignment for sprite
sp:textWidth(s)                -- pixel width
sp:w() / sp:h()                -- dimensions
sp:push(x, y [, transp])       -- blit to screen at (x,y); transp is optional alpha colour
sp:free()                      -- free immediately; __gc also frees on exit

### SD card  (require "uni.sd" first; absolute paths from SD root)
sd.exists(path)           -- returns true/false
sd.read(path)             -- returns file content as string; "" if missing; nil if SD unavailable
sd.write(path, content)   -- overwrite/create file; returns true/false
sd.append(path, content)  -- append to file; returns true/false
sd.list(path)             -- returns array of {name=string, isDir=bool}; max 32 entries
sd.remove(path)           -- delete a file; returns true/false
sd.rename(src, dst)       -- rename/move file; returns true/false
sd.mkdir(path)            -- create directory; returns true/false
sd.size(path)             -- file size in bytes; -1 if missing/unavailable

### Modal prompts — block the script until dismissed; return nil/false on cancel
input  = require("uni.input")
input.text(title, [default])                   -- string | nil — free-form text
input.number(title, [min], [max], [default])   -- number | nil — digits only
input.hex(title, [default])                    -- string | nil — hex digits
input.ip(title, [default])                     -- string | nil — digits + dot

dialog = require("uni.dialog")
dialog.confirm(title)                          -- bool — true = Yes
dialog.select(title, {"a","b","c"})            -- string | nil — picks one of the options (max 16)

notify = require("uni.notify")
notify.show(msg, [ms])                         -- toast; default 800 ms; auto-wipes

### Data
json = require("uni.json")
json.encode(value)        -- string | nil — encodes Lua tables, numbers, strings, booleans, nil
json.decode(str)          -- value | nil — nil on parse error
                          -- Lua tables with sequential 1..N integer keys → JSON arrays;
                          -- everything else (and {}) → JSON objects.

path = require("uni.path")
path.join(a, b, …)        -- string — joins parts with /
path.basename(p)          -- string — last component
path.dirname(p)           -- string — everything before last /
path.ext(p)               -- string — extension without the dot ("" if none)

### Device awareness
time = require("uni.time")
time.now()                -- {year, month, day, hour, min, sec, wday, epoch}
                          -- wday: 0=Sun .. 6=Sat. epoch is Unix seconds.
                          -- 1970-01-01 if RTC hasn't been synced.

config = require("uni.config")
config.get("theme_color")    -- number (RGB565) — feed straight into lcd.color args
config.get("device_name")    -- string
config.get("primary_color")  -- string ("Blue", "Red", ...)
config.get(any_other_key)    -- string ("" if unset)

### Network  (require "uni.wifi" / "uni.http")
wifi.status()                       -- "connected"|"connecting"|"disconnected"|"no_ssid"|"failed"|"lost"|"off"
wifi.ssid()                         -- current SSID string or ""
wifi.ip()                           -- dotted-quad IP string or ""
wifi.connect(ssid, [pass], [tmo])   -- bool — blocks up to tmo ms (default 10000)
wifi.disconnect()                   -- drop connection
-- Runner auto-disconnects on exit IF the script's wifi.connect() was the one that brought WiFi up.

http.get(url)                       -- body | nil, code (≥100=http status, -2=bad url, -3=too big, other negative=transport error)
http.post(url, [body])              -- same shape; body is any Lua string
-- Response bodies are capped at 256 KB; over-cap returns nil, -3.

### Sub-GHz RF  (require "uni.subghz")
-- Auto-detects backend on first use: CC1101 (SPI, tunable, scan) else M5 RF433 (fixed 433.92 MHz, no tune/scan).
-- Runner tears the radio down automatically on script exit.
subghz.info()                       -- {backend="cc1101"|"rf433"|nil, canTune, canScan, freq}
subghz.setFrequency(mhz)            -- bool; CC1101 only (returns false,"unsupported on rf433" on RF433)
subghz.getFrequency()               -- number MHz (RF433 = 433.92)
subghz.setRxFilter("raw"|"code")    -- bool
subghz.beginReceive()               -- bool — arm RX
subghz.pollReceive()                -- signal table | nil (non-blocking)
subghz.endReceive()                 -- disarm RX
subghz.send(signal)                 -- bool — detaches RX during TX, re-arms after
subghz.beginScan() / stepScan() / endScan()          -- CC1101 only
subghz.getScanFreq() / getScanRssi()                 -- last scan step MHz / dBm
subghz.startJam() / jamBurst() / stopJam()           -- stopJam() also tears the radio down
subghz.parseSub(text) / formatSub(signal)            -- Flipper .sub <-> signal table
subghz.close()                      -- release radio immediately
-- signal table fields: frequency, preset, protocol, rawData, key, te, bit, mf_name, serial, btn, cnt, fix, encrypted, hop

## Rules you must follow
1. Use the while-loop pattern: while true do … end — runner exits automatically when script returns.
2. Declare all persistent state as locals BEFORE the while loop — not globals.
3. NEVER call lcd.clear() or lcd.fillScreen() inside the loop — use overdraw, textColor(fg,bg), or sprites.
4. Always call uni.delay(ms) inside the loop.
5. Call require(...) once for each module, before the loop.
6. Use math.floor() before passing float coordinates to lcd functions.
7. Strings passed to lcd.print() must be strings — use tostring() if needed.
8. Do NOT use `//` for integer division — use math.floor(a/b) (Lua 5.1, not 5.3).
9. sd.list() returns a 1-indexed Lua array; iterate with ipairs().
10. Save game state to /unigeek/games/<name>.txt (not /unigeek/lua/).
11. Sprites are not free — a full-screen RGB565 sprite is w*h*2 bytes of internal heap; check for nil.
12. input.* / dialog.* block the script. The runner's main loop drives the popup, then resumes the script.
13. NEVER write `function(…) … end` inline as a callback argument inside the while loop. Each evaluation allocates a new closure object; at 60 fps this fragments internal SRAM and causes not-enough-memory crashes after extended play. Declare the function as a local BEFORE the loop and pass the local name.

What a correct script looks like

-- bounce.lua — bouncing dot with overdraw (no flicker)
local lcd = require("uni.lcd")
local nav = require("uni.nav")

local W  = lcd.w()
local H  = lcd.h()
local bx = math.floor(W / 2)
local by = math.floor(H / 2)
local vx = 3
local vy = 2
local R  = 6
local bounces  = 0
local C_BG     = lcd.color( 10,  10,  30)
local C_DOT    = lcd.color(255, 255, 255)
local C_YELLOW = lcd.color(255, 220,   0)

-- Draw static background once, before the loop
lcd.fillScreen(C_BG)

while true do
  local btn = nav.btn()
  if btn == "back" then break end

  -- Erase previous dot
  lcd.rect(math.floor(bx) - R - 1, math.floor(by) - R - 1, R*2+2, R*2+2, C_BG)

  -- Physics
  bx = bx + vx
  by = by + vy
  if bx <= R or bx >= W - R then vx = -vx; bounces = bounces + 1; uni.beep(880, 15) end
  if by <= R or by >= H - R then vy = -vy; bounces = bounces + 1; uni.beep(660, 15) end

  -- Draw dot
  lcd.fillCircle(math.floor(bx), math.floor(by), R, C_DOT)

  -- Status line (textColor bg fill eliminates erase rect)
  lcd.textSize(1)
  lcd.textColor(C_YELLOW, C_BG)
  lcd.print(2, 1, string.format("bounces:%-5d heap:%-6d", bounces, uni.heap()))
  lcd.textColor(C_YELLOW)

  uni.delay(16)
end

Key Patterns and Pitfalls

Pattern Detail
while-loop pattern while true do … end — runner exits automatically when script returns
Locals before loop Persist for the session; use instead of globals
break to exit Break the while loop; the runner handles the rest automatically
Back button nav.btn() returns "back"break to exit the loop
uni.delay() keeps nav fresh The host firmware polls input in parallel; nav.btn() after a delay returns the latest event
Lazy require uni.lcd / uni.sd / uni.nav only allocated on first require — call once before the loop
No file-backed require require("mymodule") does NOT load .lua files
textColor bg fill textColor(fg, bg) + string.format("%-Ns", s) = flicker-free text update
Overdraw not clear Erase only moved objects; never lcd.clear() / lcd.fillScreen() inside the loop
Sprite for complex frames Compose into lcd.sprite(w,h) and push() once when overdraw becomes intricate
Sprite OOM Full-screen RGB565 = w*h*2 bytes; lcd.sprite() returns nil on failure — always check
No closures in the hot loop Writing function(x,y,w,h,c) sp:rect(x,y,w,h,c) end inline as a callback argument allocates a new closure object every call. At 60 fps this fragments internal SRAM and eventually causes not enough memory after ~10 minutes. Pre-allocate the function once before the while true loop and pass the local reference instead.
No // integer division Lua 5.1 — use math.floor(a/b)
No io/os All file access goes through sd.*
Colour is a number lcd.color() returns a plain number — store in a local before the loop
sd.list cap Maximum 32 entries per directory
Save path Game saves go in /unigeek/games/<name>.txt, not /unigeek/lua/

Achievements

Achievement Tier
(none for Lua Runner — no achievements are tracked)