Overview
Rive graphics can be imported into FUSE by dragging and dropping .riv files directly into the FUSE editor. FUSE automatically detects the Rive file's exposed inputs — text fields, image slots, colour inputs, and number values — and makes them available for data binding. You can then bind data manually with static values or dynamically using FUSE expressions that access the LIGR data hierarchy including league, competition, match, teams, players, and statistics.
You'll use this workflow when building graphics that display live match data, team information, player statistics, or any dynamic content that updates during broadcasts.
Key Concepts
Rive File (.riv)
A graphic design file created in Rive that contains exposed inputs for FUSE to populate with data.
Exposed Inputs
Text fields, image slots, number values, and colour inputs that have been explicitly exposed in the Rive editor. Only exposed inputs are visible and bindable in FUSE.
Manual Data Binding
Entering static values directly into FUSE for elements that don't change, such as fixed labels or static colours.
Expression Data Binding
Using FUSE expressions to connect graphic elements to dynamic data sources that update automatically during broadcasts.
LIGR Data Hierarchy
The structured data available in FUSE following the path: League → Competition → Match → Teams/Players/Stats/Events.
External Data Sources
Spreadsheets or API endpoints that provide data not available in the LIGR platform, such as tournament brackets or custom statistics.
Control Variables
Operator-controlled settings that appear in the Control Room, allowing real-time customisation of graphic elements during broadcasts.
How to Import a Rive File into FUSE
1. Open the FUSE graphics editor
2. Drag and drop your .riv file directly into the FUSE editor
3. FUSE automatically detects the Rive file's exposed inputs
4. The detected inputs appear as bindable elements — text fields, image slots, colour inputs, and number values
These exposed inputs become the elements you can populate with data using either manual entry or expressions.
How to Bind Data Manually or with Expressions
Manual Data Binding
For each exposed Rive input, you can enter values manually for static content:
1. Select the exposed input in FUSE
2. Enter the static value directly (text, fixed colours, or numbers)
3. This value remains constant and does not change during broadcasts
Manual entry is useful for fixed labels, static branding elements, or unchanging colours.
Expression Data Binding
For dynamic content that updates during broadcasts:
1. Select the exposed input in FUSE
2. Create a FUSE expression that references live data
3. The expression automatically updates when the data changes
Expressions connect to the LIGR data hierarchy or external data sources for real-time updates.
How to Access the LIGR Data Hierarchy
FUSE provides access to a structured data hierarchy for all match-related information.
League and Competition Level
At the top level, access league and competition data including names, logos, and branding.
Match Level
Below that, match data includes teams, scores, match status, venue, and timing information.
Team and Player Level
Deeper levels provide access to team information, player rosters, individual player statistics, lineups, and detailed match events.
The hierarchy follows: League → Competition → Match → Teams/Players/Stats/Events.
Use FUSE expressions to navigate this hierarchy and bind specific data points to your graphic elements.
How to Connect External Data Sources
For data not available in the LIGR platform, connect an external data source:
1. Navigate to the External Data section in FUSE
2. Connect your spreadsheet or API endpoint
3. FUSE reads the header row from spreadsheets and creates named fields for each column
4. Reference these external data fields in expressions alongside LIGR data
External data sources support tournament brackets, custom statistics, sponsor information, or any supplementary data your broadcast requires.
The spreadsheet must include a header row that FUSE uses as field names for expressions.
External data from spreadsheets updates dynamically — change the spreadsheet and the graphic reflects the new data without re-publishing.
How to Add Control Variables
Control variables give operators real-time control over graphic elements from the Control Room during broadcasts:
1. Navigate to the Control Variables panel in FUSE
2. Click Add Variable
3. Select the variable type:
* Boolean: Creates toggle switches for show/hide controls
* String: Allows text entry for custom labels or names
* Player: Creates roster dropdowns for player selection
4. Name the variable descriptively
5. Set a default value
6. Reference the variable in expressions to control graphic behaviour
Control variables appear in the Control Room after you publish the graphic, allowing operators to customise the display during live broadcasts.
How to Publish and Manage in the Control Room
After configuring all data bindings and control variables:
1. Click Publish in the FUSE editor
2. The graphic becomes available in the Control Room
3. All configured control variables appear ready for operator use
4. Use the preview function to see exactly how the graphic will look before displaying it live
In the Control Room, operators can adjust control variables in real-time, select different players from roster dropdowns, toggle graphic elements on and off, and preview changes before showing them on the broadcast.
Tips
* Rive inputs must be explicitly exposed in the Rive editor for FUSE to see and bind them — unexposed inputs will not appear in FUSE
* Mix and match LIGR data expressions with external data in the same graphic for maximum flexibility
* The LIGR data hierarchy follows: League → Competition → Match → Teams/Players/Stats/Events
* Use the Control Room preview to verify data binding before going live
* External data from spreadsheets updates dynamically — change the spreadsheet and the graphic reflects the new data without re-publishing
