ILedBoardRuntime
public interface ILedBoardRuntime : ILedBoardContent, ILedBoardPlayback, ILedBoardConfiguration, ILedBoardFaults, ILedBoardDiagnosticsPublic runtime interface for controlling an LED board. Game code should interact with boards exclusively through this interface so implementation details stay hidden and contracts remain stable for scripted and third-party integrations.
Methods
Section titled “Methods”
SetSource(LedSourceAsset)
Section titled “SetSource(LedSourceAsset)”void SetSource(LedSourceAsset source)Set the board source overlay. Pass null to clear the source overlay.
Parameters
| Name | Type |
|---|---|
source |
LEDStudio.LedSourceAsset |
SetComposition(LedCompositionAsset)
Section titled “SetComposition(LedCompositionAsset)”void SetComposition(LedCompositionAsset composition)Set the board composition overlay. Pass null to clear the composition overlay.
Parameters
| Name | Type |
|---|---|
composition |
LEDStudio.LedCompositionAsset |
SetProfile(LedBoardProfile)
Section titled “SetProfile(LedBoardProfile)”void SetProfile(LedBoardProfile profile)Set an authored board profile. Pass null to return to inline board settings.
Parameters
| Name | Type |
|---|---|
profile |
LEDStudio.LedBoardProfile |
SetInlineBoardSettings(Vector2Int, int, int)
Section titled “SetInlineBoardSettings(Vector2Int, int, int)”void SetInlineBoardSettings(Vector2Int logicalResolution, int cabinetColumns = 4, int cabinetRows = 1)Set inline board settings without constructing a profile asset.
Parameters
| Name | Type |
|---|---|
logicalResolution |
UnityEngine.Vector2Int |
cabinetColumns |
System.Int32 |
cabinetRows |
System.Int32 |
SetInlineBoardDefinition(BoardDefinition)
Section titled “SetInlineBoardDefinition(BoardDefinition)”void SetInlineBoardDefinition(BoardDefinition definition)Set a complete inline board definition without constructing a profile asset.
Parameters
| Name | Type |
|---|---|
definition |
LEDStudio.BoardDefinition |
SetPitch(LedPitchPreset)
Section titled “SetPitch(LedPitchPreset)”void SetPitch(LedPitchPreset pitch)Set inline physical pixel pitch and switch the board away from profile-driven settings.
Parameters
| Name | Type |
|---|---|
pitch |
LEDStudio.LedPitchPreset |
SetAutoSizeFromPitch(bool)
Section titled “SetAutoSizeFromPitch(bool)”void SetAutoSizeFromPitch(bool value)Enable or disable automatic transform scaling from pixel pitch.
Parameters
| Name | Type |
|---|---|
value |
System.Boolean |
SetEmitter(LedEmitterParams)
Section titled “SetEmitter(LedEmitterParams)”void SetEmitter(LedEmitterParams emitter)Set inline emitter shape and response settings.
Parameters
| Name | Type |
|---|---|
emitter |
LEDStudio.LedEmitterParams |
SetCabinetGrid(LedCabinetGrid)
Section titled “SetCabinetGrid(LedCabinetGrid)”void SetCabinetGrid(LedCabinetGrid cabinetGrid)Set inline cabinet layout, seam width, and bezel darkening.
Parameters
| Name | Type |
|---|---|
cabinetGrid |
LEDStudio.LedCabinetGrid |
SetDefaultReduction(LedReductionMode)
Section titled “SetDefaultReduction(LedReductionMode)”void SetDefaultReduction(LedReductionMode reductionMode)Set the inline default source reduction mode.
Parameters
| Name | Type |
|---|---|
reductionMode |
LEDStudio.LedReductionMode |
SetViewingDistances(float, float)
Section titled “SetViewingDistances(float, float)”void SetViewingDistances(float closeUpDistance, float farBlendDistance)Set inline close-up and far blend viewing distances.
Parameters
| Name | Type |
|---|---|
closeUpDistance |
System.Single |
farBlendDistance |
System.Single |
SetQualityProfile(LedQualityProfile)
Section titled “SetQualityProfile(LedQualityProfile)”void SetQualityProfile(LedQualityProfile profile)Set an authored quality profile. Pass null to return to inline quality settings.
Parameters
| Name | Type |
|---|---|
profile |
LEDStudio.LedQualityProfile |
SetInlineQualitySettings(int, float, LedReductionMode, bool, LedQualityLevel, bool, bool, LedQualityLevel, bool)
Section titled “SetInlineQualitySettings(int, float, LedReductionMode, bool, LedQualityLevel, bool, bool, LedQualityLevel, bool)”void SetInlineQualitySettings(int maxUpdatesPerFrame = 0, float targetUpdateRateHz = 0, LedReductionMode reductionOverride = LedReductionMode.Box, bool useReductionOverride = false, LedQualityLevel qualityLevel = LedQualityLevel.High, bool enableBloom = true, bool enableCloseUpMode = true, LedQualityLevel defectQuality = LedQualityLevel.High, bool enableTemporalDefects = true)Set inline quality settings without constructing a quality profile asset.
Parameters
| Name | Type |
|---|---|
maxUpdatesPerFrame |
System.Int32 |
targetUpdateRateHz |
System.Single |
reductionOverride |
LEDStudio.LedReductionMode |
useReductionOverride |
System.Boolean |
qualityLevel |
LEDStudio.LedQualityLevel |
enableBloom |
System.Boolean |
enableCloseUpMode |
System.Boolean |
defectQuality |
LEDStudio.LedQualityLevel |
enableTemporalDefects |
System.Boolean |
SetTopologyAsset(LedTopologyAsset)
Section titled “SetTopologyAsset(LedTopologyAsset)”void SetTopologyAsset(LedTopologyAsset topologyAsset)Use an authored topology asset and regenerate board geometry when possible.
Parameters
| Name | Type |
|---|---|
topologyAsset |
LEDStudio.LedTopologyAsset |
SetTopologySettings(LedTopologySettings)
Section titled “SetTopologySettings(LedTopologySettings)”void SetTopologySettings(LedTopologySettings topologySettings)Use inline topology settings and regenerate board geometry when possible.
Parameters
| Name | Type |
|---|---|
topologySettings |
LEDStudio.LedTopologySettings |
SetExtrusionSettings(LedBoardExtrusionSettings)
Section titled “SetExtrusionSettings(LedBoardExtrusionSettings)”void SetExtrusionSettings(LedBoardExtrusionSettings extrusionSettings)Use inline board body extrusion settings and regenerate board geometry when possible.
Parameters
| Name | Type |
|---|---|
extrusionSettings |
LEDStudio.LedBoardExtrusionSettings |
SetExtrusionMaterials(LedBoardExtrusionMaterialSettings)
Section titled “SetExtrusionMaterials(LedBoardExtrusionMaterialSettings)”void SetExtrusionMaterials(LedBoardExtrusionMaterialSettings extrusionMaterials)Set optional generated body side material overrides.
Parameters
| Name | Type |
|---|---|
extrusionMaterials |
LEDStudio.LedBoardExtrusionMaterialSettings |
RefreshTopologyMesh(bool)
Section titled “RefreshTopologyMesh(bool)”bool RefreshTopologyMesh(bool forceReplaceCustomMesh = false)Regenerate generated topology mesh. Custom meshes are preserved unless explicitly replaceable.
Parameters
| Name | Type |
|---|---|
forceReplaceCustomMesh |
System.Boolean |
Returns
System.Boolean
ApplyPhysicalSize()
Section titled “ApplyPhysicalSize()”void ApplyPhysicalSize()Apply the active board definition’s physical LED size to the transform scale.
SetSuspended(bool)
Section titled “SetSuspended(bool)”void SetSuspended(bool value)Pause or resume board updates while keeping allocated textures alive.
Parameters
| Name | Type |
|---|---|
value |
System.Boolean |
SetEmitterCount(int, int)
Section titled “SetEmitterCount(int, int)”void SetEmitterCount(int columns, int rows)Set the emitter-grid resolution while preserving the current cabinet layout.
Parameters
| Name | Type |
|---|---|
columns |
System.Int32 |
rows |
System.Int32 |
SetEmitterCount(Vector2Int)
Section titled “SetEmitterCount(Vector2Int)”void SetEmitterCount(Vector2Int emitterCount)Set the emitter-grid resolution while preserving the current cabinet layout.
Parameters
| Name | Type |
|---|---|
emitterCount |
UnityEngine.Vector2Int |
SetEmitterDensity(float)
Section titled “SetEmitterDensity(float)”void SetEmitterDensity(float emittersPerUnit)Calculate emitter count from this board’s current local scale and a world-units density.
Parameters
| Name | Type |
|---|---|
emittersPerUnit |
System.Single |
SetEmitterCountForSize(Vector2, float)
Section titled “SetEmitterCountForSize(Vector2, float)”void SetEmitterCountForSize(Vector2 size, float emittersPerUnit)Calculate emitter count from a supplied size and world-units density.
Parameters
| Name | Type |
|---|---|
size |
UnityEngine.Vector2 |
emittersPerUnit |
System.Single |
TryGetBoardPoint(Ray, out Vector2, out Vector2Int)
Section titled “TryGetBoardPoint(Ray, out Vector2, out Vector2Int)”bool TryGetBoardPoint(Ray worldRay, out Vector2 normalized, out Vector2Int emitter)Map a world-space ray onto the board and return normalized board coordinates plus emitter coordinates.
Parameters
| Name | Type |
|---|---|
worldRay |
UnityEngine.Ray |
normalized |
UnityEngine.Vector2 |
emitter |
UnityEngine.Vector2Int |
Returns
System.Boolean
TryGetBoardPoint(Vector3, out Vector2, out Vector2Int)
Section titled “TryGetBoardPoint(Vector3, out Vector2, out Vector2Int)”bool TryGetBoardPoint(Vector3 worldPoint, out Vector2 normalized, out Vector2Int emitter)Map a world-space point onto the board and return normalized board coordinates plus emitter coordinates.
Parameters
| Name | Type |
|---|---|
worldPoint |
UnityEngine.Vector3 |
normalized |
UnityEngine.Vector2 |
emitter |
UnityEngine.Vector2Int |
Returns
System.Boolean
SetPlaylist(LedPlaylistAsset)
Section titled “SetPlaylist(LedPlaylistAsset)”void SetPlaylist(LedPlaylistAsset playlist)Activate a playlist asset. Pass null to clear the currently assigned playlist. Playback time resets to 0.
Parameters
| Name | Type |
|---|---|
playlist |
LEDStudio.LedPlaylistAsset |
ResetPlaylistPlayback()
Section titled “ResetPlaylistPlayback()”void ResetPlaylistPlayback()Reset playback to the start of the currently assigned playlist without changing which playlist is active.
AddImagePort(string, Texture2D, Rect?, LedFitMode, int)
Section titled “AddImagePort(string, Texture2D, Rect?, LedFitMode, int)”LedSourceAsset AddImagePort(string sourceId, Texture2D texture = null, Rect? zone = null, LedFitMode fitMode = LedFitMode.Fit, int priority = 0)Add an image source layer backed by a texture asset.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
texture |
UnityEngine.Texture2D |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
Returns
LEDStudio.LedSourceAsset
AddRenderTexturePort(string, RenderTexture, Rect?, LedFitMode, int, UpdateScheduleSettings)
Section titled “AddRenderTexturePort(string, RenderTexture, Rect?, LedFitMode, int, UpdateScheduleSettings)”LedSourceAsset AddRenderTexturePort(string sourceId, RenderTexture renderTexture, Rect? zone = null, LedFitMode fitMode = LedFitMode.Stretch, int priority = 0, UpdateScheduleSettings updateSchedule = default)Add a source layer backed by an externally updated render texture.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
renderTexture |
UnityEngine.RenderTexture |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
updateSchedule |
ImpossibleRobert.Common.Timing.UpdateScheduleSettings |
Returns
LEDStudio.LedSourceAsset
CreateDrawingPort(string, Vector2Int, Rect?, LedFitMode, int, RenderTextureFormat)
Section titled “CreateDrawingPort(string, Vector2Int, Rect?, LedFitMode, int, RenderTextureFormat)”RenderTexture CreateDrawingPort(string sourceId, Vector2Int renderResolution, Rect? zone = null, LedFitMode fitMode = LedFitMode.Stretch, int priority = 0, RenderTextureFormat format = 0)Create a runtime-owned render texture and add it as a draw-anything source layer.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
renderResolution |
UnityEngine.Vector2Int |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
format |
UnityEngine.RenderTextureFormat |
Returns
UnityEngine.RenderTexture
AddUIToolkitPort(string, PanelSettings, Vector2Int?, Rect?, LedFitMode, int, UpdateScheduleSettings)
Section titled “AddUIToolkitPort(string, PanelSettings, Vector2Int?, Rect?, LedFitMode, int, UpdateScheduleSettings)”LedSourceAsset AddUIToolkitPort(string sourceId, PanelSettings panelSettings, Vector2Int? renderResolution = null, Rect? zone = null, LedFitMode fitMode = LedFitMode.Stretch, int priority = 0, UpdateScheduleSettings updateSchedule = default)Add a source layer backed by UI Toolkit panel settings.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
panelSettings |
UnityEngine.UIElements.PanelSettings |
renderResolution |
System.Nullable{UnityEngine.Vector2Int} |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
updateSchedule |
ImpossibleRobert.Common.Timing.UpdateScheduleSettings |
Returns
LEDStudio.LedSourceAsset
AddTextPort(string, string, Rect?, LedFitMode, int, Color?, float, TextAnchor, LedTextSizingMode, TMP_FontAsset, bool, float, float, bool, float, LedSeamlessWrapDistribution, LedTextScrollAxis)
Section titled “AddTextPort(string, string, Rect?, LedFitMode, int, Color?, float, TextAnchor, LedTextSizingMode, TMP_FontAsset, bool, float, float, bool, float, LedSeamlessWrapDistribution, LedTextScrollAxis)”LedSourceAsset AddTextPort(string sourceId, string text = "", Rect? zone = null, LedFitMode fitMode = LedFitMode.Fit, int priority = 0, Color? color = null, float textSize = 24, TextAnchor alignment = 4, LedTextSizingMode sizingMode = LedTextSizingMode.FitBox, TMP_FontAsset font = null, bool scroll = false, float scrollSpeed = 30, float scrollOffsetPercent = 0, bool seamlessWrap = false, float seamlessWrapPaddingPixels = 8, LedSeamlessWrapDistribution seamlessWrapDistribution = LedSeamlessWrapDistribution.SingleRepeat, LedTextScrollAxis scrollAxis = LedTextScrollAxis.Horizontal)Add a text source layer with optional scrolling and seamless wrap.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
text |
System.String |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
color |
System.Nullable{UnityEngine.Color} |
textSize |
System.Single |
alignment |
UnityEngine.TextAnchor |
sizingMode |
LEDStudio.LedTextSizingMode |
font |
TMPro.TMP_FontAsset |
scroll |
System.Boolean |
scrollSpeed |
System.Single |
scrollOffsetPercent |
System.Single |
seamlessWrap |
System.Boolean |
seamlessWrapPaddingPixels |
System.Single |
seamlessWrapDistribution |
LEDStudio.LedSeamlessWrapDistribution |
scrollAxis |
LEDStudio.LedTextScrollAxis |
Returns
LEDStudio.LedSourceAsset
AddTimerPort(string, float, bool, Rect?, LedFitMode, int, Color?, float, TextAnchor, LedTextSizingMode, TMP_FontAsset, bool, float, float, bool, float, LedSeamlessWrapDistribution, LedTextScrollAxis)
Section titled “AddTimerPort(string, float, bool, Rect?, LedFitMode, int, Color?, float, TextAnchor, LedTextSizingMode, TMP_FontAsset, bool, float, float, bool, float, LedSeamlessWrapDistribution, LedTextScrollAxis)”LedTimerDataSource AddTimerPort(string sourceId, float initialSeconds = 60, bool autoStart = false, Rect? zone = null, LedFitMode fitMode = LedFitMode.Fit, int priority = 0, Color? color = null, float textSize = 24, TextAnchor alignment = 4, LedTextSizingMode sizingMode = LedTextSizingMode.FitBox, TMP_FontAsset font = null, bool scroll = false, float scrollSpeed = 30, float scrollOffsetPercent = 0, bool seamlessWrap = false, float seamlessWrapPaddingPixels = 8, LedSeamlessWrapDistribution seamlessWrapDistribution = LedSeamlessWrapDistribution.SingleRepeat, LedTextScrollAxis scrollAxis = LedTextScrollAxis.Horizontal)Add a scene-backed timer source layer with optional scrolling and seamless wrap.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
initialSeconds |
System.Single |
autoStart |
System.Boolean |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
color |
System.Nullable{UnityEngine.Color} |
textSize |
System.Single |
alignment |
UnityEngine.TextAnchor |
sizingMode |
LEDStudio.LedTextSizingMode |
font |
TMPro.TMP_FontAsset |
scroll |
System.Boolean |
scrollSpeed |
System.Single |
scrollOffsetPercent |
System.Single |
seamlessWrap |
System.Boolean |
seamlessWrapPaddingPixels |
System.Single |
seamlessWrapDistribution |
LEDStudio.LedSeamlessWrapDistribution |
scrollAxis |
LEDStudio.LedTextScrollAxis |
Returns
LEDStudio.LedTimerDataSource
AddScorePort(string, string, string, string, string, string, string, Rect?, LedFitMode, int, Color?, float, TextAnchor, LedTextSizingMode, TMP_FontAsset, bool, float, float, bool, float, LedSeamlessWrapDistribution, LedTextScrollAxis)
Section titled “AddScorePort(string, string, string, string, string, string, string, Rect?, LedFitMode, int, Color?, float, TextAnchor, LedTextSizingMode, TMP_FontAsset, bool, float, float, bool, float, LedSeamlessWrapDistribution, LedTextScrollAxis)”LedScoreDataSource AddScorePort(string sourceId, string homeLabel = "HOME", string awayLabel = "AWAY", string homeScore = "0", string awayScore = "0", string period = "", string clock = "", Rect? zone = null, LedFitMode fitMode = LedFitMode.Fit, int priority = 0, Color? color = null, float textSize = 24, TextAnchor alignment = 4, LedTextSizingMode sizingMode = LedTextSizingMode.FitBox, TMP_FontAsset font = null, bool scroll = false, float scrollSpeed = 30, float scrollOffsetPercent = 0, bool seamlessWrap = false, float seamlessWrapPaddingPixels = 8, LedSeamlessWrapDistribution seamlessWrapDistribution = LedSeamlessWrapDistribution.SingleRepeat, LedTextScrollAxis scrollAxis = LedTextScrollAxis.Horizontal)Add a scene-backed score source layer with optional scrolling and seamless wrap.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
homeLabel |
System.String |
awayLabel |
System.String |
homeScore |
System.String |
awayScore |
System.String |
period |
System.String |
clock |
System.String |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
color |
System.Nullable{UnityEngine.Color} |
textSize |
System.Single |
alignment |
UnityEngine.TextAnchor |
sizingMode |
LEDStudio.LedTextSizingMode |
font |
TMPro.TMP_FontAsset |
scroll |
System.Boolean |
scrollSpeed |
System.Single |
scrollOffsetPercent |
System.Single |
seamlessWrap |
System.Boolean |
seamlessWrapPaddingPixels |
System.Single |
seamlessWrapDistribution |
LEDStudio.LedSeamlessWrapDistribution |
scrollAxis |
LEDStudio.LedTextScrollAxis |
Returns
LEDStudio.LedScoreDataSource
AddCanvasPort(string, Camera, Vector2Int, Rect?, LedFitMode, int, UpdateScheduleSettings)
Section titled “AddCanvasPort(string, Camera, Vector2Int, Rect?, LedFitMode, int, UpdateScheduleSettings)”LedCanvasDataSource AddCanvasPort(string sourceId, Camera sourceCamera, Vector2Int renderResolution, Rect? zone = null, LedFitMode fitMode = LedFitMode.Stretch, int priority = 0, UpdateScheduleSettings updateSchedule = default)Add a scene-backed camera/canvas source layer.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
sourceCamera |
UnityEngine.Camera |
renderResolution |
UnityEngine.Vector2Int |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
updateSchedule |
ImpossibleRobert.Common.Timing.UpdateScheduleSettings |
Returns
LEDStudio.LedCanvasDataSource
AddUIToolkitPort(string, UIDocument, Vector2Int, Rect?, LedFitMode, int, UpdateScheduleSettings)
Section titled “AddUIToolkitPort(string, UIDocument, Vector2Int, Rect?, LedFitMode, int, UpdateScheduleSettings)”LedUIToolkitDataSource AddUIToolkitPort(string sourceId, UIDocument document, Vector2Int renderResolution, Rect? zone = null, LedFitMode fitMode = LedFitMode.Stretch, int priority = 0, UpdateScheduleSettings updateSchedule = default)Add a scene-backed UI Toolkit document source layer.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
document |
UnityEngine.UIElements.UIDocument |
renderResolution |
UnityEngine.Vector2Int |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
updateSchedule |
ImpossibleRobert.Common.Timing.UpdateScheduleSettings |
Returns
LEDStudio.LedUIToolkitDataSource
AddVideoPort(string, VideoClip, Rect?, LedFitMode, int, bool, bool)
Section titled “AddVideoPort(string, VideoClip, Rect?, LedFitMode, int, bool, bool)”LedVideoDataSource AddVideoPort(string sourceId, VideoClip clip = null, Rect? zone = null, LedFitMode fitMode = LedFitMode.Fill, int priority = 0, bool playOnAwake = true, bool loop = true)Add a scene-backed video player source layer.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
clip |
UnityEngine.Video.VideoClip |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
playOnAwake |
System.Boolean |
loop |
System.Boolean |
Returns
LEDStudio.LedVideoDataSource
AddSourcePort(string, LedSourceAsset, Rect?, LedFitMode, int, bool)
Section titled “AddSourcePort(string, LedSourceAsset, Rect?, LedFitMode, int, bool)”void AddSourcePort(string sourceId, LedSourceAsset source, Rect? zone = null, LedFitMode fitMode = LedFitMode.Fit, int priority = 0, bool preserveAlpha = false)Add a custom source asset as a composition layer.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
source |
LEDStudio.LedSourceAsset |
zone |
System.Nullable{UnityEngine.Rect} |
fitMode |
LEDStudio.LedFitMode |
priority |
System.Int32 |
preserveAlpha |
System.Boolean |
RefreshSources()
Section titled “RefreshSources()”void RefreshSources()Refresh component-backed source discovery after sources are created or removed manually.
SetLiveInput(string, LedDataSourceBase)
Section titled “SetLiveInput(string, LedDataSourceBase)”void SetLiveInput(string inputName, LedDataSourceBase sourceComponent)Bind a reusable composition input slot to a scene data source component.
Parameters
| Name | Type |
|---|---|
inputName |
System.String |
sourceComponent |
LEDStudio.LedDataSourceBase |
SetLiveInputTexture(string, Texture)
Section titled “SetLiveInputTexture(string, Texture)”void SetLiveInputTexture(string inputName, Texture texture)Bind a reusable composition input slot directly to a texture.
Parameters
| Name | Type |
|---|---|
inputName |
System.String |
texture |
UnityEngine.Texture |
ClearLiveInput(string)
Section titled “ClearLiveInput(string)”void ClearLiveInput(string inputName)Remove a reusable composition input binding by slot name.
Parameters
| Name | Type |
|---|---|
inputName |
System.String |
SetScore(string, string, string, string)
Section titled “SetScore(string, string, string, string)”void SetScore(string home, string away, string period, string clock)Push structured score data to score-type sources on the board.
Parameters
| Name | Type |
|---|---|
home |
System.String |
away |
System.String |
period |
System.String |
clock |
System.String |
SetSourceTexture(string, Texture)
Section titled “SetSourceTexture(string, Texture)”void SetSourceTexture(string sourceId, Texture texture)Override the output texture of a specific source at runtime and schedule the board to refresh. The Source ID is a stable board-local address.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
texture |
UnityEngine.Texture |
SetSourceText(string, string)
Section titled “SetSourceText(string, string)”void SetSourceText(string sourceId, string value)Set the text content of a specific text source at runtime and schedule the board to refresh. The Source ID is a stable board-local address.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
value |
System.String |
MarkSourceDirty(string)
Section titled “MarkSourceDirty(string)”void MarkSourceDirty(string sourceId)Mark a source dirty when its content changed outside the board API, such as an externally rendered texture updating in place.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
MarkSourceDirty(string, RectInt)
Section titled “MarkSourceDirty(string, RectInt)”void MarkSourceDirty(string sourceId, RectInt sourceRect)Mark a source-space rectangle dirty by stable board-local Source ID so manual or externally driven sources can update only the affected board region on the next pass.
Parameters
| Name | Type |
|---|---|
sourceId |
System.String |
sourceRect |
UnityEngine.RectInt |
ApplyDefectProfile(LedDefectBlendRequest)
Section titled “ApplyDefectProfile(LedDefectBlendRequest)”void ApplyDefectProfile(LedDefectBlendRequest request)Apply a defect profile with blending parameters.
Parameters
| Name | Type |
|---|---|
request |
LEDStudio.LedDefectBlendRequest |
ClearDefectProfile(string)
Section titled “ClearDefectProfile(string)”void ClearDefectProfile(string profileId)Remove a specific defect profile by asset name.
Parameters
| Name | Type |
|---|---|
profileId |
System.String |
SetDefectSeverity(string, float)
Section titled “SetDefectSeverity(string, float)”void SetDefectSeverity(string profileId, float severity)Adjust severity of a specific active defect profile.
Parameters
| Name | Type |
|---|---|
profileId |
System.String |
severity |
System.Single |
SetDefectEnabled(bool)
Section titled “SetDefectEnabled(bool)”void SetDefectEnabled(bool value)Master toggle for all defect simulation on this board.
Parameters
| Name | Type |
|---|---|
value |
System.Boolean |
SetBackgroundColor(Color)
Section titled “SetBackgroundColor(Color)”void SetBackgroundColor(Color color)Set the background color drawn before sources are composited.
Parameters
| Name | Type |
|---|---|
color |
UnityEngine.Color |
SetPresentationBackgroundColor(Color)
Section titled “SetPresentationBackgroundColor(Color)”void SetPresentationBackgroundColor(Color color)Set the presentation shader background color behind LED emitters.
Parameters
| Name | Type |
|---|---|
color |
UnityEngine.Color |
SetSyncClock(double)
Section titled “SetSyncClock(double)”void SetSyncClock(double seconds)Override the board’s sync clock. If the board belongs to a sync group the override is forwarded to every member of the group.
Parameters
| Name | Type |
|---|---|
seconds |
System.Double |
SetSyncGroup(string)
Section titled “SetSyncGroup(string)”void SetSyncGroup(string syncGroupId)Assign this board to a sync group. Pass null or empty to use playlist sync or no sync group.
Parameters
| Name | Type |
|---|---|
syncGroupId |
System.String |
Properties
Section titled “Properties”
Profile
Section titled “Profile”LedBoardProfile Profile { get; }Profile currently driving board settings, or null when the board uses inline runtime settings.
Returns
LEDStudio.LedBoardProfile
LedPitchPreset Pitch { get; }Resolved physical pixel pitch used by the active board definition.
Returns
LEDStudio.LedPitchPreset
AutoSizeFromPitch
Section titled “AutoSizeFromPitch”bool AutoSizeFromPitch { get; }Whether the board should keep transform scale matched to resolution and pixel pitch.
Returns
System.Boolean
Emitter
Section titled “Emitter”LedEmitterParams Emitter { get; }Resolved emitter shape and response settings used by the active board definition.
Returns
LEDStudio.LedEmitterParams
CabinetGrid
Section titled “CabinetGrid”LedCabinetGrid CabinetGrid { get; }Resolved cabinet layout used by the active board definition.
Returns
LEDStudio.LedCabinetGrid
DefaultReduction
Section titled “DefaultReduction”LedReductionMode DefaultReduction { get; }Resolved default source reduction mode used by the active board definition.
Returns
LEDStudio.LedReductionMode
CloseUpDistance
Section titled “CloseUpDistance”float CloseUpDistance { get; }Resolved close-up distance used by presentation shading.
Returns
System.Single
FarBlendDistance
Section titled “FarBlendDistance”float FarBlendDistance { get; }Resolved far blend distance used by presentation shading.
Returns
System.Single
QualityProfile
Section titled “QualityProfile”LedQualityProfile QualityProfile { get; }Quality profile currently driving quality settings, or null when inline quality settings are used.
Returns
LEDStudio.LedQualityProfile
MaxUpdatesPerFrame
Section titled “MaxUpdatesPerFrame”int MaxUpdatesPerFrame { get; }Resolved maximum board updates per frame across all boards (0 = unlimited).
Returns
System.Int32
TargetUpdateRateHz
Section titled “TargetUpdateRateHz”float TargetUpdateRateHz { get; }Resolved target composition update rate in Hz (0 = every frame).
Returns
System.Single
UseReductionOverride
Section titled “UseReductionOverride”bool UseReductionOverride { get; }Whether the resolved reduction override is active.
Returns
System.Boolean
ReductionOverride
Section titled “ReductionOverride”LedReductionMode ReductionOverride { get; }Resolved reduction override mode.
Returns
LEDStudio.LedReductionMode
QualityLevel
Section titled “QualityLevel”LedQualityLevel QualityLevel { get; }Resolved visual quality level.
Returns
LEDStudio.LedQualityLevel
EnableBloom
Section titled “EnableBloom”bool EnableBloom { get; }Whether HDR bloom contribution is enabled.
Returns
System.Boolean
EnableCloseUpMode
Section titled “EnableCloseUpMode”bool EnableCloseUpMode { get; }Whether close-up emitter shading is enabled.
Returns
System.Boolean
DefectQuality
Section titled “DefectQuality”LedQualityLevel DefectQuality { get; }Resolved defect texture quality after quality-level clamping.
Returns
LEDStudio.LedQualityLevel
EnableTemporalDefects
Section titled “EnableTemporalDefects”bool EnableTemporalDefects { get; }Whether time-varying defect effects are enabled.
Returns
System.Boolean
TopologyAsset
Section titled “TopologyAsset”LedTopologyAsset TopologyAsset { get; }Topology asset currently driving generated board geometry, or null when inline topology settings are used.
Returns
LEDStudio.LedTopologyAsset
TopologySettings
Section titled “TopologySettings”LedTopologySettings TopologySettings { get; }Resolved topology settings used by generated board geometry and physical sizing.
Returns
LEDStudio.LedTopologySettings
ExtrusionSettings
Section titled “ExtrusionSettings”LedBoardExtrusionSettings ExtrusionSettings { get; }Resolved board body extrusion settings used by generated board geometry.
Returns
LEDStudio.LedBoardExtrusionSettings
ExtrusionMaterials
Section titled “ExtrusionMaterials”LedBoardExtrusionMaterialSettings ExtrusionMaterials { get; }Resolved generated body side material assignments.
Returns
LEDStudio.LedBoardExtrusionMaterialSettings
CurrentComposition
Section titled “CurrentComposition”LedCompositionAsset CurrentComposition { get; }Runtime display composition containing playlist content plus board source, composition, and component overlays.
Returns
LEDStudio.LedCompositionAsset
Definition
Section titled “Definition”BoardDefinition Definition { get; }Current resolved board definition snapshot.
Returns
LEDStudio.BoardDefinition
Playlist
Section titled “Playlist”LedPlaylistAsset Playlist { get; }Currently assigned playlist asset, or null.
Returns
LEDStudio.LedPlaylistAsset
Source
Section titled “Source”LedSourceAsset Source { get; }Currently assigned direct source overlay, or null.
Returns
LEDStudio.LedSourceAsset
Composition
Section titled “Composition”LedCompositionAsset Composition { get; }Currently assigned composition overlay, or null.
Returns
LEDStudio.LedCompositionAsset
EmitterCount
Section titled “EmitterCount”Vector2Int EmitterCount { get; set; }Current emitter-grid resolution. Setting this switches the board to inline runtime settings.
Returns
UnityEngine.Vector2Int
PhysicalSizeMeters
Section titled “PhysicalSizeMeters”Vector2 PhysicalSizeMeters { get; }Physical board size derived from the active definition and pixel pitch.
Returns
UnityEngine.Vector2
PhysicalScale
Section titled “PhysicalScale”Vector3 PhysicalScale { get; }Recommended local scale derived from the active definition, pitch, and topology.
Returns
UnityEngine.Vector3
LifecycleState
Section titled “LifecycleState”LedBoardState LifecycleState { get; }Current lifecycle of the board.
Returns
LEDStudio.LedBoardState
PlaylistIndex
Section titled “PlaylistIndex”int PlaylistIndex { get; }Index of the currently playing entry in the active playlist, or -1.
Returns
System.Int32
PlaylistTime
Section titled “PlaylistTime”double PlaylistTime { get; }Elapsed time in seconds since the playlist started.
Returns
System.Double
InputBindings
Section titled “InputBindings”IReadOnlyList<LedLiveInputBinding> InputBindings { get; }Live input bindings used by reusable composition input layers.
Returns
System.Collections.Generic.IReadOnlyList{LEDStudio.LedLiveInputBinding}
DefectsEnabled
Section titled “DefectsEnabled”bool DefectsEnabled { get; }Whether defect simulation is currently enabled on the board.
Returns
System.Boolean
BackgroundColor
Section titled “BackgroundColor”Color BackgroundColor { get; }Background color drawn before sources are composited.
Returns
UnityEngine.Color
PresentationBackgroundColor
Section titled “PresentationBackgroundColor”Color PresentationBackgroundColor { get; }Background color used by the presentation shader behind LED emitters.
Returns
UnityEngine.Color
SyncGroupId
Section titled “SyncGroupId”string SyncGroupId { get; }Effective sync group id for this board (either its own assignment or the group carried by the active playlist). Empty when not participating in a sync group.
Returns
System.String
OutputTexture
Section titled “OutputTexture”Texture OutputTexture { get; }The current logical board output texture.
Returns
UnityEngine.Texture