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Content Sources

A source is any object that can provide content for the LED grid. Scene source components are discovered under the board, Source Assets provide reusable asset-backed content, and LED Composition layers can reference either Source Assets or named live input slots. Every runtime-updated source should have a readable, stable Source ID when it needs to be addressed by gameplay code. Source ID is the board-local runtime address; Input Name is the reusable composition slot that each board maps to a scene source or texture.

Source

Use it for

Notes

LedTextDataSource

Short messages, sponsor text, labels, ticker text

Uses shared LedTextSettings, TMP font assets, Auto/Smooth/Crisp rasterization, pixel-perfect fit, scrolling, seamless wrap, and blinking.

LedImageDataSource

Static logos, cards, test patterns

Texture can be replaced at runtime by SourceId.

LedVideoDataSource

Video playback

Requires a scene VideoPlayer.

LedRenderTextureDataSource

Camera feeds, generated content, external systems

Useful for mini cameras or custom render pipelines.

LedCanvasDataSource

uGUI Canvas content

Renders a Canvas through a Camera.

LedUIToolkitDataSource

UI Toolkit interfaces

Renders UI Toolkit content through a UIDocument/PanelSettings-backed render texture.

LedTimerDataSource

Countdowns or clocks

Can be started, stopped, and assigned time.

LedScoreDataSource

Sports scoreboards

Receives structured home, away, period, and clock values.

Text Rendering and Fonts

Text, timer, and score sources share LedTextSettings: Text Size, fixed or auto-fit sizing, line and character spacing, alignment, word wrap, optional Pixel Perfect Fit, and Auto/Smooth/Crisp rasterization. Font Texture mode renders through TextMesh Pro and should be used for arbitrary fonts, accented Latin, multiline text, CJK-rich content, and production signage. Bitmap mode uses LED Studio's internal 5 x 7 renderer for simple crisp Western signage.

Assign bundled * LED TMP assets from Examples/Fonts to the TMP font field rather than assigning the raw .ttf source files. For Chinese, Japanese, and Korean text, assign a TMP_FontAsset with the required glyphs directly on the Text, Timer, Score, or Source Asset font field, and configure TMP fallbacks on that font asset where needed.

Text Motion, Wrapping, and Blinking

Text, timer, and score sources share motion controls for horizontal or vertical scrolling, manual scroll offset, seamless wrap, minimum repeat padding, and single-repeat or evenly distributed wrapping. Use Seamless Wrap for ticker rings, ribbon boards, and vertical crawl effects where empty gaps would reveal the texture edge.

Blinking is available for text, timer, and score sources. Flash mode switches between bright and dim states, while Fade mode pulses smoothly. Blink rate, on-time, dim alpha, and phase offset make it possible to alternate labels, create warning flashes, or pulse a scoreboard clock without writing custom code.

When the optional Text Studio integration is installed, a Text Source can use a Text Studio-backed renderer while LED Studio still owns the source ID, scrolling, seamless wrap, blink settings, markup parsing toggle, and board placement.

LED Studio documentation screenshot

Multilingual text source with accented Latin, Chinese, Japanese, and Korean lines.

Fit Modes and Reduction

Sources are often higher resolution than the LED board. Fit mode decides how the source rectangle maps into the target zone: Stretch fills the zone, Fit preserves aspect ratio without cropping, Fill preserves aspect ratio while cropping, and None uses the source directly. Reduction mode decides how the high-resolution source is sampled into LED emitters. Text and score content usually benefits from Luma Priority, images can use Edge Preserving Sharpen, and video or render textures often use Box sampling.

Timing and Update Cadence

Board Timing and Group Timing control clock mode, update phase, max delta time, edit-mode ticking, and time scale for playlists, scrolling text, blinking text, sync groups, and temporal defects.

  • Every Frame updates when content must animate continuously, such as video, camera, UI, or animated text.
  • On Change updates when content changes and saves work for static text, images, and logos.
  • Fixed Rate updates at a chosen Hz value for slower media, UI, or external feeds.
  • Manual updates only when game code or an external producer marks the source dirty.