LED Studio API Reference
This reference is generated from the shipped LED Studio assemblies and their XML documentation.
LEDStudio
Section titled “LEDStudio”- BoardDefinition — Immutable runtime snapshot of a . Created once from the authored asset and shared across board instances that reference the same profile. Enables cach
- BoardInstanceState — Mutable runtime state of a single board instance. Tracks current content, dirty flags, active layers, defect state, and clock position. Separated from
- CanvasSource — Source adapter for uGUI Canvas content captured via a Camera. The caller provides a Camera that renders the Canvas; this source creates and manages it
- CreateBoardWizard — Friendly wizard for creating LED boards in a scene. Shows a live bitmap preview of sample text at the chosen resolution so the user immediately sees w
- DefectRuntime — Runtime defect mask generator. Combines active defect profiles into a board-resolution RGBA defect texture using the defect compositor shader. Support
- DirtyRegionEngine — Dirty-region tracking engine implementing the rect-union with cap algorithm. Sources report dirty rects. The engine merges overlapping/adjacent rects
- ILedBoardRuntime — Public runtime interface for controlling an LED board. Game code should interact with boards exclusively through this interface so implementation deta
- ILedSource — Unified interface for all content sources that can feed into the logical board composition pipeline. Sources provide content at board-space resolution
- ILedTextRenderBackend — Optional render backend for . Implementations can render rich text into a texture while LED Studio keeps source identity, board placement, scrolling,
- ImageSource — Source adapter for static image/logo textures. Loads once, caches the reduced variant, and only marks dirty when the source texture reference changes.
- ITextBlinkSource — API type
- ITextScrollOffsetSource — API type
- ITextStyledSource — Extended source interface for text-based sources that share common appearance properties (colours, text style, scrolling). Implemented by , and .
- LayoutCompositor — Composes multiple source layers into a single logical board RenderTexture. Resolves layout zones, fit/fill modes, layer ordering, opacity, and safe-ar
- LedBitmapFont — API type
- LedBitmapFontDetector — API type
- LedBoardBodyRegion — API type
- LedBoardController — Main Unity scene component for LED board instances. Binds a board profile, source/composition content, and optional playlist to object lifetime. Orche
- LedBoardControllerEditor — API type
- LedBoardExtrusionMaterialSettings — API type
- LedBoardExtrusionSettings — API type
- LedBoardExtrusionSettingsDrawer — API type
- LedBoardFaultController — Convenience MonoBehaviour for applying a defect profile to a board at startup. Provides simple severity and toggle controls for designers and gameplay
- LedBoardGroup — Supervisor component for multi-panel LED configurations. Composes content into a single master RenderTexture at the combined resolution of all child p
- LedBoardGroupEditor — API type
- LedBoardProfile — API type
- LedBoardProfileEditor — API type
- LedBoardSizing — API type
- LedBoardState — API type
- LedBrightnessResponse — API type
- LedCabinetGrid — API type
- LedCanvasDataSource — Feeds uGUI Canvas content into the LED board via a Camera that renders the Canvas to a managed RenderTexture. Assign a Camera that sees the Canvas; th
- LedCanvasDataSourceEditor — API type
- LedCompositionAsset — API type
- LedCompositionAssetEditor — API type
- LedCompositionLayer — API type
- LedDataSourceBase — Base class for data source components that sit alongside a and automatically feed content into the board. Add one of the concrete subclasses (LedTextD
- LedDefectBlendRequest — API type
- LedDefectEntry — API type
- LedDefectMode — API type
- LedDefectProfile — API type
- LedDefectProfileEditor — API type
- LedDefectTarget — API type
- LedEmitterParams — API type
- LedEmitterShape — API type
- LedFitMode — API type
- LedGroupLayout — API type
- LedImageDataSource — Displays a static image/logo on the LED board. Place on the same GameObject as or a child — it will be auto-discovered.
- LedImageDataSourceEditor — API type
- LedLayoutAsset — API type
- LedLayoutAssetEditor — API type
- LedLayoutLayer — API type
- LedLiveInputBinding — API type
- LedPitchPreset — API type
- LedPlaylistAsset — API type
- LedPlaylistAssetEditor — API type
- LedPlaylistEntry — API type
- LedPlaylistEntryCompositionResolver — API type
- LedPlaylistEntryContentType — API type
- LedPlaylistFrame — API type
- LedPlaylistSourcePlacement — API type
- LedQualityLevel — API type
- LedQualityProfile — API type
- LedReductionMode — API type
- LedReductionProcessor — API type
- LedReductionSettings — API type
- LedRenderPipelineGuard — API type
- LedRenderTextureDataSource — Feeds an external RenderTexture into the LED board (e.g. from a camera, a UI canvas, or another render pipeline). Place on the same GameObject as or a
- LedRenderTextureDataSourceEditor — API type
- LedScoreDataSource — Displays a scoreboard on the LED board. Place on the same GameObject as or a child — it will be auto-discovered.
- LedScoreDataSourceEditor — API type
- LedSeamlessWrapDistribution — API type
- LedSourceAsset — API type
- LedSourceAssetEditor — API type
- LedSourceFactory — Factory for creating instances from ScriptableObjects. Asset-backed LED Composition layers use this factory. Live scene-dependent sources are resolved
- LedSourceIdUtility — API type
- LedSourceReduction — API type
- LedSourceType — API type
- LedStudioWindow — API type
- LedSubpixelOrder — API type
- LedSyncDriver — Drives the shared clocks of every group exactly once per frame. Individual boards read the group clock via ; they do not advance time themselves while
- LedSyncManager — Manages sync groups across multiple instances. Boards that belong to the same group share a single monotonic clock and advance together, so playlists,
- LedTextAnalyzer — API type
- LedTextBasedDataSource — Common base for text-based data source components that share appearance, font and scrolling settings. Derive from this instead of for any source backe
- LedTextBasedDataSourceEditor — Shared custom editor base for all subclasses. Draws the common layer, appearance, font and scrolling sections with conditional visibility, then calls
- LedTextBlinkMode — API type
- LedTextBlinkSettings — API type
- LedTextDataSource — Displays text content on the LED board using a built-in bitmap font. Place on the same GameObject as or a child — it will be auto-discovered.
- LedTextDataSourceEditor — API type
- LedTextRasterizationMode — API type
- LedTextRenderMode — API type
- LedTextScrollAxis — API type
- LedTextSettings — API type
- LedTextSizingMode — API type
- LedTimerDataSource — Displays a countdown timer on the LED board. Place on the same GameObject as or a child — it will be auto-discovered.
- LedTimerDataSourceEditor — API type
- LedTimingUtility — API type
- LedTopologyAsset — API type
- LedTopologyMeshBuilder — API type
- LedTopologySettings — API type
- LedTopologySettingsDrawer — API type
- LedTopologyShape — API type
- LedTopologySurfaceSide — API type
- LedTransitionRenderer — API type
- LedTransitionType — API type
- LedUIToolkitDataSource — Feeds UI Toolkit content from the assigned into the LED board through a managed RenderTexture. Place on the same GameObject as or a child — it will be
- LedUIToolkitDataSourceEditor — API type
- LedVideoDataSource — Feeds video content from a sibling to the LED board. Add a VideoPlayer component, assign a clip, and this source will route its output through the LED
- LedVideoDataSourceEditor — API type
- RenderTextureSource — Source adapter for external RenderTexture inputs. Passthrough with no internal allocation — the caller owns the texture. Marks dirty every frame since
- ScoreSource — Source adapter for scoreboard displays. Renders structured score data (home, away, period, clock) as a formatted text layout. Only redraws when data c
- TextSource — Source adapter for text content. Renders text into a small RenderTexture and caches it when the content hasn’t changed. Supports a built-in 5x7 bitmap
- TimerSource — Source adapter for timer/countdown displays. Renders a time value as text, only updating when the displayed string changes (typically once per second
- UIToolkitSource — Source adapter for UI Toolkit content. Accepts a or and creates a managed RenderTexture at a configurable render resolution. World-space documents ren
- VideoSource — Source adapter that routes an existing through a board-resolution RenderTexture for the LED pipeline. Marks dirty as soon as the player prepares or ad
- WelcomeWindow — API type