Overview
After configuring data bindings and control variables in FUSE, you publish the graphic to make it available for use during broadcasts. Published graphics appear in the Control Room with all control variables ready for operator use. You can preview graphics before displaying them live and assign published graphics to matches and competitions.
Prerequisites
* Access to the FUSE graphics editor
* A graphic with data bindings and control variables configured
* Understanding of FUSE expression syntax and control variables
Publishing a Graphic
1. Complete all data bindings and control variable configurations in the FUSE editor
2. Click the publish button to make the graphic available
3. The graphic is now accessible from the Control Room for use during broadcasts
Using Published Graphics in the Control Room
After publishing, the graphic appears in the Control Room with all configured control variables displayed as interactive controls for operators.
Control Variable Types Available:
* Boolean variables: Toggle switches for show/hide functionality
* String variables: Text entry fields for operator input
* Player variables: Dropdown menus listing all available players from team rosters
Preview Functionality
Use the Control Room preview function to verify exactly how the graphic will appear before displaying it live. The preview shows the graphic with current data bindings and control variable states.
To preview:
1. Open the Control Room
2. Select the published graphic
3. Use the preview function to see the graphic output
4. Adjust control variables and verify the changes in the preview
Assigning Graphics to Matches and Competitions
Published graphics can be assigned to specific matches and competitions for use during broadcasts. Once assigned, operators can access and control the graphics during live events.
Operator Control During Broadcasts
When a graphic is published and assigned, operators use the Control Room to:
* Toggle Boolean variables on and off to show or hide graphic elements
* Select players from dropdown menus created by Player variables
* Enter text through String variables for dynamic content updates
* Preview graphics before displaying them to verify appearance and data accuracy
Auto Mode
Graphics can be controlled automatically via Automated Game Plans with playlist triggers. When auto mode is configured, graphics display automatically based on match events and time-based triggers without manual operator control.
