LedCompositionAsset
[CreateAssetMenu(fileName = "NewLEDComposition", menuName = "LED Studio/LED Composition", order = 2)]public class LedCompositionAsset : ScriptableObjectReusable layered program that positions, orders, blends, and scales LED sources or named live inputs within normalized board space.
Fields
Section titled “Fields”
Layers
Section titled “Layers”[Header("Layers")][Tooltip("Content layers. Lower Priority draws first (background), higher Priority draws last (foreground).")]public List<LedCompositionLayer> LayersReturns
System.Collections.Generic.List{LEDStudio.LedCompositionLayer}
PreviewResolution
Section titled “PreviewResolution”[Header("Preview")][Tooltip("Authoring reference resolution used by editor previews. Runtime playback scales normalized layers to the board.")][Min(1)]public Vector2Int PreviewResolutionReturns
UnityEngine.Vector2Int
Methods
Section titled “Methods”
AddLayer(LedSourceAsset, string, string)
Section titled “AddLayer(LedSourceAsset, string, string)”public void AddLayer(LedSourceAsset source, string name = null, string sourceId = null)Adds a full-zone asset-backed layer with a stable source ID and the next priority.
Parameters
| Name | Type |
|---|---|
source |
LEDStudio.LedSourceAsset |
name |
System.String |
sourceId |
System.String |
AddLiveInputLayer(string, string)
Section titled “AddLiveInputLayer(string, string)”public void AddLiveInputLayer(string inputName, string name = null)Adds a full-zone layer whose named input can be bound differently on each board.
Parameters
| Name | Type |
|---|---|
inputName |
System.String |
name |
System.String |
SortLayersByPriority()
Section titled “SortLayersByPriority()”public void SortLayersByPriority()Orders layers from lowest to highest priority while preserving equal-priority authoring order.
Constructors
Section titled “Constructors”
LedCompositionAsset()
Section titled “LedCompositionAsset()”public LedCompositionAsset()