Overview
Control variables create toggleable options that operators can adjust in the Control Room during live broadcasts. They provide real-time control over graphic elements without needing to republish the graphic.
You'd use control variables when you want operators to show/hide elements, select players from rosters, or enter custom text during a broadcast. Once you add a control variable to a FUSE graphic and publish it, the variable appears in the Control Room with an interactive control for the operator.
Control variables are configured in the FUSE graphics editor and become available in the Control Room once the graphic is published and assigned to an event.
Control Variable Types
FUSE supports three types of control variables:
* Boolean: Creates an on/off toggle switch. Use for showing/hiding graphic elements like clocks, watermarks, or sponsor placements.
* String: Creates a text entry field. Use for custom messages, player names, or any text that changes during broadcasts.
* Player: Creates a dropdown listing all players from team rosters. Use for player stats graphics, player of the match displays, or any player-specific information.
How Control Variables Work
When you add a control variable in FUSE, you configure its name, type, and default value. The default value determines the initial state when the graphic loads.
For Boolean variables, set the default to True if the element should show by default, or False if it should be hidden by default.
Once you publish the graphic, the control variable appears in the Control Room interface. Operators can toggle Boolean switches, type into String fields, or select from Player dropdowns in real-time during broadcasts.
Changes made by operators apply immediately to the live graphic output without requiring any republishing or configuration changes.
Connecting Control Variables to Graphic Elements
After creating a control variable, you must link it to graphic elements using expressions. For Boolean variables, reference the variable in the element's visibility expression settings. When the variable is False, the element will be hidden.
For String variables, bind the variable to text fields in your graphic so the entered text displays on screen.
For Player variables, use player.data expressions to access player names, statistics, team logos, and other player information. The expressions automatically update when operators select different players from the dropdown.
Default Values
Every control variable requires a default value that determines its initial state when the graphic loads.
For Boolean variables, True means the element shows by default and False means it's hidden by default.
For String variables, enter the text that should appear initially.
For Player variables, the default is typically the first player in the roster list.
Operators can change these values during broadcasts, but the default determines what appears when the graphic first loads.
Testing Control Variables
After adding control variables to your graphic, test them in the FUSE preview before publishing. Toggle Boolean variables on and off to confirm elements appear and disappear correctly. Enter text in String variables to verify formatting and positioning. Select different players from Player dropdowns to ensure player data displays correctly.
Once you publish the graphic and assign it to an event, test again in the Control Room to verify operators can access and modify the variables as expected.
Naming Control Variables
Use descriptive names for control variables so operators understand their purpose. Examples include ShowTime, ShowScore, AutoMode for Boolean variables, or CustomMessage, PlayerName for String variables, or SelectedPlayer, PlayerOfMatch for Player variables.
Clear naming becomes critical when graphics have multiple control variables. Operators need to instantly understand what each control does during fast-paced live broadcasts.
