LedBoardController
[ExecuteAlways][AddComponentMenu("LED Studio/LED Board Controller")][DisallowMultipleComponent]public sealed class LedBoardController : MonoBehaviour, ILedBoardRuntimeMain Unity scene component for LED board instances. Binds a board profile,
source/composition content, and optional playlist to object lifetime. Orchestrates the
update pipeline by delegating to focused subsystems:
LEDStudio.LedSourceManager, LEDStudio.LedMaterialManager,
and LEDStudio.LedDefectManager.
Works in both editor (ExecuteAlways) and play mode.
Properties
Section titled “Properties”
Profile
Section titled “Profile”public LedBoardProfile Profile { get; }Profile currently driving board settings, or null when the board uses inline runtime settings.
Returns
LEDStudio.LedBoardProfile — No return description is available.
Definition
Section titled “Definition”public BoardDefinition Definition { get; }Current resolved board definition snapshot.
Returns
LEDStudio.BoardDefinition — No return description is available.
QualityProfile
Section titled “QualityProfile”public LedQualityProfile QualityProfile { get; }Quality profile currently driving quality settings, or null when inline quality settings are used.
Returns
LEDStudio.LedQualityProfile — No return description is available.
public LedPitchPreset Pitch { get; }Resolved physical pixel pitch used by the active board definition.
Returns
LEDStudio.LedPitchPreset — No return description is available.
AutoSizeFromPitch
Section titled “AutoSizeFromPitch”public bool AutoSizeFromPitch { get; }Whether the board should keep transform scale matched to resolution and pixel pitch.
Returns
System.Boolean — No return description is available.
Emitter
Section titled “Emitter”public LedEmitterParams Emitter { get; }Resolved emitter shape and response settings used by the active board definition.
Returns
LEDStudio.LedEmitterParams — No return description is available.
CabinetGrid
Section titled “CabinetGrid”public LedCabinetGrid CabinetGrid { get; }Resolved cabinet layout used by the active board definition.
Returns
LEDStudio.LedCabinetGrid — No return description is available.
DefaultReduction
Section titled “DefaultReduction”public LedReductionMode DefaultReduction { get; }Resolved default source reduction mode used by the active board definition.
Returns
LEDStudio.LedReductionMode — No return description is available.
CloseUpDistance
Section titled “CloseUpDistance”public float CloseUpDistance { get; }Resolved close-up distance used by presentation shading.
Returns
System.Single — No return description is available.
FarBlendDistance
Section titled “FarBlendDistance”public float FarBlendDistance { get; }Resolved far blend distance used by presentation shading.
Returns
System.Single — No return description is available.
MaxUpdatesPerFrame
Section titled “MaxUpdatesPerFrame”public int MaxUpdatesPerFrame { get; }Resolved maximum board updates per frame across all boards (0 = unlimited).
Returns
System.Int32 — No return description is available.
TargetUpdateRateHz
Section titled “TargetUpdateRateHz”public float TargetUpdateRateHz { get; }Resolved target composition update rate in Hz (0 = every frame).
Returns
System.Single — No return description is available.
UseReductionOverride
Section titled “UseReductionOverride”public bool UseReductionOverride { get; }Whether the resolved reduction override is active.
Returns
System.Boolean — No return description is available.
ReductionOverride
Section titled “ReductionOverride”public LedReductionMode ReductionOverride { get; }Resolved reduction override mode.
Returns
LEDStudio.LedReductionMode — No return description is available.
QualityLevel
Section titled “QualityLevel”public LedQualityLevel QualityLevel { get; }Resolved visual quality level.
Returns
LEDStudio.LedQualityLevel — No return description is available.
EnableBloom
Section titled “EnableBloom”public bool EnableBloom { get; }Whether HDR bloom contribution is enabled.
Returns
System.Boolean — No return description is available.
EnableCloseUpMode
Section titled “EnableCloseUpMode”public bool EnableCloseUpMode { get; }Whether close-up emitter shading is enabled.
Returns
System.Boolean — No return description is available.
DefectQuality
Section titled “DefectQuality”public LedQualityLevel DefectQuality { get; }Resolved defect texture quality after quality-level clamping.
Returns
LEDStudio.LedQualityLevel — No return description is available.
EnableTemporalDefects
Section titled “EnableTemporalDefects”public bool EnableTemporalDefects { get; }Whether time-varying defect effects are enabled.
Returns
System.Boolean — No return description is available.
BackgroundColor
Section titled “BackgroundColor”public Color BackgroundColor { get; }Background color drawn before sources are composited.
Returns
UnityEngine.Color — No return description is available.
PresentationBackgroundColor
Section titled “PresentationBackgroundColor”public Color PresentationBackgroundColor { get; }Background color used by the presentation shader behind LED emitters.
Returns
UnityEngine.Color — No return description is available.
TopologyAsset
Section titled “TopologyAsset”public LedTopologyAsset TopologyAsset { get; }Topology asset currently driving generated board geometry, or null when inline topology settings are used.
Returns
LEDStudio.LedTopologyAsset — No return description is available.
TopologySettings
Section titled “TopologySettings”public LedTopologySettings TopologySettings { get; }Resolved topology settings used by generated board geometry and physical sizing.
Returns
LEDStudio.LedTopologySettings — No return description is available.
ExtrusionSettings
Section titled “ExtrusionSettings”public LedBoardExtrusionSettings ExtrusionSettings { get; }Resolved board body extrusion settings used by generated board geometry.
Returns
LEDStudio.LedBoardExtrusionSettings — No return description is available.
ExtrusionMaterials
Section titled “ExtrusionMaterials”public LedBoardExtrusionMaterialSettings ExtrusionMaterials { get; }Resolved generated body side material assignments.
Returns
LEDStudio.LedBoardExtrusionMaterialSettings — No return description is available.
EmitterCount
Section titled “EmitterCount”public Vector2Int EmitterCount { get; set; }Current emitter-grid resolution. Setting this switches the board to inline runtime settings.
Returns
UnityEngine.Vector2Int — No return description is available.
public BoardInstanceState State { get; }No description is available for this member.
Returns
LEDStudio.BoardInstanceState — No return description is available.
LogicalTexture
Section titled “LogicalTexture”public RenderTexture LogicalTexture { get; }No description is available for this member.
Returns
UnityEngine.RenderTexture — No return description is available.
PhysicalSizeMeters
Section titled “PhysicalSizeMeters”public Vector2 PhysicalSizeMeters { get; }Physical board size derived from the active definition and pixel pitch.
Returns
UnityEngine.Vector2 — No return description is available.
PhysicalScale
Section titled “PhysicalScale”public Vector3 PhysicalScale { get; }Recommended local scale derived from the active definition, pitch, and topology.
Returns
UnityEngine.Vector3 — No return description is available.
IsGroupControlled
Section titled “IsGroupControlled”public bool IsGroupControlled { get; }True when a LEDStudio.LedBoardGroup is driving this board’s content.
Returns
System.Boolean — No return description is available.
CurrentComposition
Section titled “CurrentComposition”public LedCompositionAsset CurrentComposition { get; }Runtime display composition containing playlist content plus board source, composition, and component overlays.
Returns
LEDStudio.LedCompositionAsset — No return description is available.
LifecycleState
Section titled “LifecycleState”public LedBoardState LifecycleState { get; }Current lifecycle of the board.
Returns
LEDStudio.LedBoardState — No return description is available.
PlaylistIndex
Section titled “PlaylistIndex”public int PlaylistIndex { get; }Index of the currently playing entry in the active playlist, or -1.
Returns
System.Int32 — No return description is available.
PlaylistTime
Section titled “PlaylistTime”public double PlaylistTime { get; }Elapsed time in seconds since the playlist started.
Returns
System.Double — No return description is available.
PlaylistDebugOverrideEnabled
Section titled “PlaylistDebugOverrideEnabled”public bool PlaylistDebugOverrideEnabled { get; }No description is available for this member.
Returns
System.Boolean — No return description is available.
PlaylistDebugEntryIndex
Section titled “PlaylistDebugEntryIndex”public int PlaylistDebugEntryIndex { get; }No description is available for this member.
Returns
System.Int32 — No return description is available.
PlaylistDebugTransitionProgress
Section titled “PlaylistDebugTransitionProgress”public float PlaylistDebugTransitionProgress { get; }No description is available for this member.
Returns
System.Single — No return description is available.
DefectsEnabled
Section titled “DefectsEnabled”public bool DefectsEnabled { get; }Whether defect simulation is currently enabled on the board.
Returns
System.Boolean — No return description is available.
OutputTexture
Section titled “OutputTexture”public Texture OutputTexture { get; }The current logical board output texture.
Returns
UnityEngine.Texture — No return description is available.
SyncGroupId
Section titled “SyncGroupId”public 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 — No return description is available.
Playlist
Section titled “Playlist”public LedPlaylistAsset Playlist { get; }Currently assigned playlist asset, or null.
Returns
LEDStudio.LedPlaylistAsset — No return description is available.
Source
Section titled “Source”public LedSourceAsset Source { get; }Currently assigned direct source overlay, or null.
Returns
LEDStudio.LedSourceAsset — No return description is available.
Composition
Section titled “Composition”public LedCompositionAsset Composition { get; }Currently assigned composition overlay, or null.
Returns
LEDStudio.LedCompositionAsset — No return description is available.
InputBindings
Section titled “InputBindings”public IReadOnlyList<LedLiveInputBinding> InputBindings { get; }Live input bindings used by reusable composition input layers.
Returns
System.Collections.Generic.IReadOnlyList{LEDStudio.LedLiveInputBinding} — No return description is available.
Methods
Section titled “Methods”
RefreshSources()
Section titled “RefreshSources()”public void RefreshSources()Refresh component-backed source discovery after sources are created or removed manually.
CreateRuntimeBoard(string, Transform, Vector3, Quaternion, Vector3, Vector2Int, int, int)
Section titled “CreateRuntimeBoard(string, Transform, Vector3, Quaternion, Vector3, Vector2Int, int, int)”public static LedBoardController CreateRuntimeBoard(string boardName, Transform parent, Vector3 localPosition, Quaternion localRotation, Vector3 localScale, Vector2Int logicalResolution, int cabinetColumns = 4, int cabinetRows = 1)No description is available for this member.
Parameters
| Name | Type | Description |
|---|---|---|
boardName |
System.String | |
parent |
UnityEngine.Transform | |
localPosition |
UnityEngine.Vector3 | |
localRotation |
UnityEngine.Quaternion | |
localScale |
UnityEngine.Vector3 | |
logicalResolution |
UnityEngine.Vector2Int | |
cabinetColumns |
System.Int32 | |
cabinetRows |
System.Int32 |
Returns
LEDStudio.LedBoardController — No return description is available.
SetProfile(LedBoardProfile)
Section titled “SetProfile(LedBoardProfile)”public void SetProfile(LedBoardProfile profile)Set an authored board profile. Pass null to return to inline board settings.
Parameters
| Name | Type | Description |
|---|---|---|
profile |
LEDStudio.LedBoardProfile | |
SetTopologyAsset(LedTopologyAsset)
Section titled “SetTopologyAsset(LedTopologyAsset)”public void SetTopologyAsset(LedTopologyAsset topologyAsset)Use an authored topology asset and regenerate board geometry when possible.
Parameters
| Name | Type | Description |
|---|---|---|
topologyAsset |
LEDStudio.LedTopologyAsset | |
SetTopologySettings(LedTopologySettings)
Section titled “SetTopologySettings(LedTopologySettings)”public void SetTopologySettings(LedTopologySettings topologySettings)Use inline topology settings and regenerate board geometry when possible.
Parameters
| Name | Type | Description |
|---|---|---|
topologySettings |
LEDStudio.LedTopologySettings | |
SetExtrusionSettings(LedBoardExtrusionSettings)
Section titled “SetExtrusionSettings(LedBoardExtrusionSettings)”public void SetExtrusionSettings(LedBoardExtrusionSettings extrusionSettings)Use inline board body extrusion settings and regenerate board geometry when possible.
Parameters
| Name | Type | Description |
|---|---|---|
extrusionSettings |
LEDStudio.LedBoardExtrusionSettings | |
SetExtrusionMaterials(LedBoardExtrusionMaterialSettings)
Section titled “SetExtrusionMaterials(LedBoardExtrusionMaterialSettings)”public void SetExtrusionMaterials(LedBoardExtrusionMaterialSettings extrusionMaterials)Set optional generated body side material overrides.
Parameters
| Name | Type | Description |
|---|---|---|
extrusionMaterials |
LEDStudio.LedBoardExtrusionMaterialSettings | |
RefreshTopologyMesh(bool)
Section titled “RefreshTopologyMesh(bool)”public bool RefreshTopologyMesh(bool forceReplaceCustomMesh = false)Regenerate generated topology mesh. Custom meshes are preserved unless explicitly replaceable.
Parameters
| Name | Type | Description |
|---|---|---|
forceReplaceCustomMesh |
System.Boolean |
Returns
System.Boolean — No return description is available.
TryRegenerateTopologyMesh(bool)
Section titled “TryRegenerateTopologyMesh(bool)”public bool TryRegenerateTopologyMesh(bool forceReplaceCustomMesh)No description is available for this member.
Parameters
| Name | Type | Description |
|---|---|---|
forceReplaceCustomMesh |
System.Boolean |
Returns
System.Boolean — No return description is available.
SetInlineBoardSettings(Vector2Int, int, int)
Section titled “SetInlineBoardSettings(Vector2Int, int, int)”public void SetInlineBoardSettings(Vector2Int logicalResolution, int cabinetColumns = 4, int cabinetRows = 1)Set inline board settings without constructing a profile asset.
Parameters
| Name | Type | Description |
|---|---|---|
logicalResolution |
UnityEngine.Vector2Int | |
cabinetColumns |
System.Int32 | |
cabinetRows |
System.Int32 | |
SetInlineBoardDefinition(BoardDefinition)
Section titled “SetInlineBoardDefinition(BoardDefinition)”public void SetInlineBoardDefinition(BoardDefinition definition)Set a complete inline board definition without constructing a profile asset.
Parameters
| Name | Type | Description |
|---|---|---|
definition |
LEDStudio.BoardDefinition | |
SetPitch(LedPitchPreset)
Section titled “SetPitch(LedPitchPreset)”public void SetPitch(LedPitchPreset pitch)Set inline physical pixel pitch and switch the board away from profile-driven settings.
Parameters
| Name | Type | Description |
|---|---|---|
pitch |
LEDStudio.LedPitchPreset | |
SetAutoSizeFromPitch(bool)
Section titled “SetAutoSizeFromPitch(bool)”public void SetAutoSizeFromPitch(bool value)Enable or disable automatic transform scaling from pixel pitch.
Parameters
| Name | Type | Description |
|---|---|---|
value |
System.Boolean | |
SetEmitter(LedEmitterParams)
Section titled “SetEmitter(LedEmitterParams)”public void SetEmitter(LedEmitterParams emitter)Set inline emitter shape and response settings.
Parameters
| Name | Type | Description |
|---|---|---|
emitter |
LEDStudio.LedEmitterParams | |
SetCabinetGrid(LedCabinetGrid)
Section titled “SetCabinetGrid(LedCabinetGrid)”public void SetCabinetGrid(LedCabinetGrid cabinetGrid)Set inline cabinet layout, seam width, and bezel darkening.
Parameters
| Name | Type | Description |
|---|---|---|
cabinetGrid |
LEDStudio.LedCabinetGrid | |
SetDefaultReduction(LedReductionMode)
Section titled “SetDefaultReduction(LedReductionMode)”public void SetDefaultReduction(LedReductionMode reductionMode)Set the inline default source reduction mode.
Parameters
| Name | Type | Description |
|---|---|---|
reductionMode |
LEDStudio.LedReductionMode | |
SetViewingDistances(float, float)
Section titled “SetViewingDistances(float, float)”public void SetViewingDistances(float closeUpDistance, float farBlendDistance)Set inline close-up and far blend viewing distances.
Parameters
| Name | Type | Description |
|---|---|---|
closeUpDistance |
System.Single | |
farBlendDistance |
System.Single | |
SetQualityProfile(LedQualityProfile)
Section titled “SetQualityProfile(LedQualityProfile)”public void SetQualityProfile(LedQualityProfile profile)Set an authored quality profile. Pass null to return to inline quality settings.
Parameters
| Name | Type | Description |
|---|---|---|
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)”public 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 | Description |
|---|---|---|
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 | |
SetEmitterCount(int, int)
Section titled “SetEmitterCount(int, int)”public void SetEmitterCount(int columns, int rows)Set the emitter-grid resolution while preserving the current cabinet layout.
Parameters
| Name | Type | Description |
|---|---|---|
columns |
System.Int32 | |
rows |
System.Int32 | |
SetEmitterCount(Vector2Int)
Section titled “SetEmitterCount(Vector2Int)”public void SetEmitterCount(Vector2Int emitterCount)Set the emitter-grid resolution while preserving the current cabinet layout.
Parameters
| Name | Type | Description |
|---|---|---|
emitterCount |
UnityEngine.Vector2Int | |
SetEmitterDensity(float)
Section titled “SetEmitterDensity(float)”public void SetEmitterDensity(float emittersPerUnit)Calculate emitter count from this board’s current local scale and a world-units density.
Parameters
| Name | Type | Description |
|---|---|---|
emittersPerUnit |
System.Single | |
SetEmitterCountForSize(Vector2, float)
Section titled “SetEmitterCountForSize(Vector2, float)”public void SetEmitterCountForSize(Vector2 size, float emittersPerUnit)Calculate emitter count from a supplied size and world-units density.
Parameters
| Name | Type | Description |
|---|---|---|
size |
UnityEngine.Vector2 | |
emittersPerUnit |
System.Single | |
TryGetBoardPoint(Ray, out Vector2, out Vector2Int)
Section titled “TryGetBoardPoint(Ray, out Vector2, out Vector2Int)”public 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 | Description |
|---|---|---|
worldRay |
UnityEngine.Ray | |
normalized |
UnityEngine.Vector2 | |
emitter |
UnityEngine.Vector2Int |
Returns
System.Boolean — No return description is available.
TryGetBoardPoint(Vector3, out Vector2, out Vector2Int)
Section titled “TryGetBoardPoint(Vector3, out Vector2, out Vector2Int)”public 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 | Description |
|---|---|---|
worldPoint |
UnityEngine.Vector3 | |
normalized |
UnityEngine.Vector2 | |
emitter |
UnityEngine.Vector2Int |
Returns
System.Boolean — No return description is available.
SetSource(LedSourceAsset)
Section titled “SetSource(LedSourceAsset)”public void SetSource(LedSourceAsset source)Set the board source overlay. Pass null to clear the source overlay.
Parameters
| Name | Type | Description |
|---|---|---|
source |
LEDStudio.LedSourceAsset | |
SetComposition(LedCompositionAsset)
Section titled “SetComposition(LedCompositionAsset)”public void SetComposition(LedCompositionAsset composition)Set the board composition overlay. Pass null to clear the composition overlay.
Parameters
| Name | Type | Description |
|---|---|---|
composition |
LEDStudio.LedCompositionAsset | |
SetLiveInput(string, LedDataSourceBase)
Section titled “SetLiveInput(string, LedDataSourceBase)”public void SetLiveInput(string inputName, LedDataSourceBase sourceComponent)Bind a reusable composition input slot to a scene data source component.
Parameters
| Name | Type | Description |
|---|---|---|
inputName |
System.String | |
sourceComponent |
LEDStudio.LedDataSourceBase | |
SetLiveInputTexture(string, Texture)
Section titled “SetLiveInputTexture(string, Texture)”public void SetLiveInputTexture(string inputName, Texture texture)Bind a reusable composition input slot directly to a texture.
Parameters
| Name | Type | Description |
|---|---|---|
inputName |
System.String | |
texture |
UnityEngine.Texture | |
ClearLiveInput(string)
Section titled “ClearLiveInput(string)”public void ClearLiveInput(string inputName)Remove a reusable composition input binding by slot name.
Parameters
| Name | Type | Description |
|---|---|---|
inputName |
System.String | |
AddImagePort(string, Texture2D, Rect?, LedFitMode, int)
Section titled “AddImagePort(string, Texture2D, Rect?, LedFitMode, int)”public 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 | Description |
|---|---|---|
sourceId |
System.String | |
texture |
UnityEngine.Texture2D | |
zone |
System.Nullable{UnityEngine.Rect} | |
fitMode |
LEDStudio.LedFitMode | |
priority |
System.Int32 |
Returns
LEDStudio.LedSourceAsset — No return description is available.
AddRenderTexturePort(string, RenderTexture, Rect?, LedFitMode, int, UpdateScheduleSettings)
Section titled “AddRenderTexturePort(string, RenderTexture, Rect?, LedFitMode, int, UpdateScheduleSettings)”public 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 | Description |
|---|---|---|
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 — No return description is available.
CreateDrawingPort(string, Vector2Int, Rect?, LedFitMode, int, RenderTextureFormat)
Section titled “CreateDrawingPort(string, Vector2Int, Rect?, LedFitMode, int, RenderTextureFormat)”public RenderTexture CreateDrawingPort(string sourceId, Vector2Int renderResolution, Rect? zone = null, LedFitMode fitMode = LedFitMode.Stretch, int priority = 0, RenderTextureFormat format = RenderTextureFormat.ARGB32)Create a runtime-owned render texture and add it as a draw-anything source layer.
Parameters
| Name | Type | Description |
|---|---|---|
sourceId |
System.String | |
renderResolution |
UnityEngine.Vector2Int | |
zone |
System.Nullable{UnityEngine.Rect} | |
fitMode |
LEDStudio.LedFitMode | |
priority |
System.Int32 | |
format |
UnityEngine.RenderTextureFormat |
Returns
UnityEngine.RenderTexture — No return description is available.
AddUIToolkitPort(string, PanelSettings, Vector2Int?, Rect?, LedFitMode, int, UpdateScheduleSettings)
Section titled “AddUIToolkitPort(string, PanelSettings, Vector2Int?, Rect?, LedFitMode, int, UpdateScheduleSettings)”public 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 | Description |
|---|---|---|
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 — No return description is available.
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)”public LedSourceAsset AddTextPort(string sourceId, string text = "", Rect? zone = null, LedFitMode fitMode = LedFitMode.Fit, int priority = 0, Color? color = null, float textSize = 24, TextAnchor alignment = TextAnchor.MiddleCenter, 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 | Description |
|---|---|---|
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 — No return description is available.
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)”public 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 = TextAnchor.MiddleCenter, 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 | Description |
|---|---|---|
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 — No return description is available.
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)”public 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 = TextAnchor.MiddleCenter, 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 | Description |
|---|---|---|
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 — No return description is available.
AddCanvasPort(string, Camera, Vector2Int, Rect?, LedFitMode, int, UpdateScheduleSettings)
Section titled “AddCanvasPort(string, Camera, Vector2Int, Rect?, LedFitMode, int, UpdateScheduleSettings)”public 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 | Description |
|---|---|---|
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 — No return description is available.
AddUIToolkitPort(string, UIDocument, Vector2Int, Rect?, LedFitMode, int, UpdateScheduleSettings)
Section titled “AddUIToolkitPort(string, UIDocument, Vector2Int, Rect?, LedFitMode, int, UpdateScheduleSettings)”public 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 | Description |
|---|---|---|
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 — No return description is available.
AddVideoPort(string, VideoClip, Rect?, LedFitMode, int, bool, bool)
Section titled “AddVideoPort(string, VideoClip, Rect?, LedFitMode, int, bool, bool)”public 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 | Description |
|---|---|---|
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 — No return description is available.
AddSourcePort(string, LedSourceAsset, Rect?, LedFitMode, int, bool)
Section titled “AddSourcePort(string, LedSourceAsset, Rect?, LedFitMode, int, bool)”public 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 | Description |
|---|---|---|
sourceId |
System.String | |
source |
LEDStudio.LedSourceAsset | |
zone |
System.Nullable{UnityEngine.Rect} | |
fitMode |
LEDStudio.LedFitMode | |
priority |
System.Int32 | |
preserveAlpha |
System.Boolean | |
SetPlaylist(LedPlaylistAsset)
Section titled “SetPlaylist(LedPlaylistAsset)”public void SetPlaylist(LedPlaylistAsset playlist)Activate a playlist asset. Pass null to clear the currently assigned playlist. Playback time resets to 0.
Parameters
| Name | Type | Description |
|---|---|---|
playlist |
LEDStudio.LedPlaylistAsset | |
ResetPlaylistPlayback()
Section titled “ResetPlaylistPlayback()”public void ResetPlaylistPlayback()Reset playback to the start of the currently assigned playlist without changing which playlist is active.
RestartCurrentPlaylistEntry()
Section titled “RestartCurrentPlaylistEntry()”public void RestartCurrentPlaylistEntry()No description is available for this member.
RestartPlaylistEntry(int, bool, float)
Section titled “RestartPlaylistEntry(int, bool, float)”public void RestartPlaylistEntry(int index, bool debugOverride, float transitionProgress)No description is available for this member.
Parameters
| Name | Type | Description |
|---|---|---|
index |
System.Int32 | |
debugOverride |
System.Boolean | |
transitionProgress |
System.Single | |
PreviewPreviousPlaylistEntry()
Section titled “PreviewPreviousPlaylistEntry()”public void PreviewPreviousPlaylistEntry()No description is available for this member.
PreviewNextPlaylistEntry()
Section titled “PreviewNextPlaylistEntry()”public void PreviewNextPlaylistEntry()No description is available for this member.
PreviewPlaylistEntry(int)
Section titled “PreviewPlaylistEntry(int)”public void PreviewPlaylistEntry(int index)No description is available for this member.
Parameters
| Name | Type | Description |
|---|---|---|
index |
System.Int32 | |
SetPlaylistDebugOverride(bool, int, float)
Section titled “SetPlaylistDebugOverride(bool, int, float)”public void SetPlaylistDebugOverride(bool enabled, int entryIndex, float transitionProgress)No description is available for this member.
Parameters
| Name | Type | Description |
|---|---|---|
enabled |
System.Boolean | |
entryIndex |
System.Int32 | |
transitionProgress |
System.Single | |
SetScore(string, string, string, string)
Section titled “SetScore(string, string, string, string)”public void SetScore(string home, string away, string period, string clock)Push structured score data to score-type sources on the board.
Parameters
| Name | Type | Description |
|---|---|---|
home |
System.String | |
away |
System.String | |
period |
System.String | |
clock |
System.String | |
SetSourceTexture(string, Texture)
Section titled “SetSourceTexture(string, Texture)”public 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 | Description |
|---|---|---|
sourceId |
System.String | |
texture |
UnityEngine.Texture | |
SetSourceText(string, string)
Section titled “SetSourceText(string, string)”public 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 | Description |
|---|---|---|
sourceId |
System.String | |
value |
System.String | |
MarkSourceDirty(string)
Section titled “MarkSourceDirty(string)”public 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 | Description |
|---|---|---|
sourceId |
System.String | |
MarkSourceDirty(string, RectInt)
Section titled “MarkSourceDirty(string, RectInt)”public 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 | Description |
|---|---|---|
sourceId |
System.String | |
sourceRect |
UnityEngine.RectInt | |
SetSuspended(bool)
Section titled “SetSuspended(bool)”public void SetSuspended(bool value)Pause or resume board updates while keeping allocated textures alive.
Parameters
| Name | Type | Description |
|---|---|---|
value |
System.Boolean | |
ApplyDefectProfile(LedDefectBlendRequest)
Section titled “ApplyDefectProfile(LedDefectBlendRequest)”public void ApplyDefectProfile(LedDefectBlendRequest request)Apply a defect profile with blending parameters.
Parameters
| Name | Type | Description |
|---|---|---|
request |
LEDStudio.LedDefectBlendRequest | |
ApplyPhysicalSize()
Section titled “ApplyPhysicalSize()”public void ApplyPhysicalSize()Apply the active board definition’s physical LED size to the transform scale.
ClearDefectProfile(string)
Section titled “ClearDefectProfile(string)”public void ClearDefectProfile(string profileId)Remove a specific defect profile by asset name.
Parameters
| Name | Type | Description |
|---|---|---|
profileId |
System.String | |
SetDefectSeverity(string, float)
Section titled “SetDefectSeverity(string, float)”public void SetDefectSeverity(string profileId, float severity)Adjust severity of a specific active defect profile.
Parameters
| Name | Type | Description |
|---|---|---|
profileId |
System.String | |
severity |
System.Single | |
SetDefectEnabled(bool)
Section titled “SetDefectEnabled(bool)”public void SetDefectEnabled(bool value)Master toggle for all defect simulation on this board.
Parameters
| Name | Type | Description |
|---|---|---|
value |
System.Boolean | |
SetBackgroundColor(Color)
Section titled “SetBackgroundColor(Color)”public void SetBackgroundColor(Color color)Set the background color drawn before sources are composited.
Parameters
| Name | Type | Description |
|---|---|---|
color |
UnityEngine.Color | |
SetPresentationBackgroundColor(Color)
Section titled “SetPresentationBackgroundColor(Color)”public void SetPresentationBackgroundColor(Color color)Set the presentation shader background color behind LED emitters.
Parameters
| Name | Type | Description |
|---|---|---|
color |
UnityEngine.Color | |
SetSyncClock(double)
Section titled “SetSyncClock(double)”public 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 | Description |
|---|---|---|
seconds |
System.Double | |
SetSyncGroup(string)
Section titled “SetSyncGroup(string)”public 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 | Description |
|---|---|---|
syncGroupId |
System.String |