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Core Workflow

The Board Controller

LedBoardController is the main runtime component. It owns the logical board texture, resolves inline settings or profile assets, discovers data sources, composes content, updates defects, binds material properties, participates in sync groups, and exposes the ILedBoardRuntime API for game code.

Inline Settings Versus Profiles

For one-off boards, inline settings on LedBoardController are enough. For repeated displays, create reusable assets from the Create > LED Studio menu, including Board Profiles, Topology assets, Source Assets, LED Compositions, Playlist Assets, Defect Profiles, and Quality Profiles. When a profile is assigned, the matching inline controller settings are ignored, including topology and board body extrusion.

Inline settings keep a single display quick to create, while reusable profiles keep larger productions consistent. The same approachable workflow can therefore scale from one sign to repeated panels and synchronized venue systems.

Asset

Purpose

Board Profile

Logical resolution, pitch, topology, board body extrusion, cabinet grid, emitter settings, and default reduction.

Topology

Reusable generated board shape settings for flat, curved, corner, and 360-degree cylindrical boards.

Source Asset

Reusable text, image, timer, score, render texture, or UI Toolkit content.

LED Composition

Reusable layered content with Source Asset layers, live input layers, zones, fit modes, priority, opacity, and optional reduction overrides.

Playlist Asset

Timed sequence of direct Source Asset entries or reusable LED Composition entries with loop, sync group, transitions, and durations.

Defect Profile

Procedural or mask-driven hardware wear and failure simulation.

Quality Profile

Update budget, target update rate, reduction override, bloom, close-up mode, and defect quality.

Topology

A board can be flat, curved, wrapped around a corner, or closed into a 360-degree cylinder. The wizard can generate flat panels, ribbons, video walls, corner wraps, and Cylinder 360 boards. Topology settings include shape, sweep or corner angle, radius, surface side, tessellation segments, and physical segment count. The topology affects the generated mesh shape; logical composition still happens in a rectangular emitter grid.

Sophisticated installations do not require hand-built display meshes. The topology workflow makes bends, corners, ribbons, and complete cylindrical displays normal authoring choices while the content pipeline stays unchanged.

Board Body Extrusion

Board body extrusion adds physical cabinet depth behind the LED face. Enable Board Body on a board controller or board profile, set the depth in meters, and optionally assign a default side material or per-side overrides for the left, right, top, bottom, and back. The front submesh remains the LED display. Full 360-degree curved boards do not need left/right end caps because the surface is closed.

Adding cabinet depth and side materials lets the display occupy the scene as a believable object from more than the front camera angle, which is especially valuable for corners, suspended boards, ribbons, and close venue shots.