Automation runs your broadcast graphics from live scoring, so a match can go to air without an operator clicking every graphic. You set it up once with an Automated Game Plan, and the game plan decides what goes on screen, when, and for how long, based on what's happening in the match.
What automation does
Normally an operator runs graphics manually in the Control Room. With automation, the game plan does that work for you. It listens to the facts coming into the match, such as the match starting, a goal being scored or half time being called, and plays the right graphics at the right moments.
For example, when Harbour City (HCF) score against Ridgeview (RVR) in the LIGR Demo League, the scorer records the goal in the LiveScore app. The game plan picks up that event and can show a goal graphic, update the scorebug and play a sponsor message, with nobody touching the Control Room.
Where to find your game plans
Each game plan sets which graphics play, and when. You'll find all of your game plans in one place:
Open the Automation tab in the main menu.
Your organisation's game plans are listed on the page.
A game plan is tied to one theme, because it uses that theme's graphics. You can assign it to as many competitions as you like, and to specific theme profiles on a competition. A competition can have more than one theme profile on the same theme, each with its own game plan. For example, one stream could show only the scorebug while a second stream runs full automation with intros, line-ups and event graphics.
You can also assign or generate a game plan from the DETAILS & SETTINGS tab of a theme profile, under Automation & Control Room. See How game plans connect to themes, competitions and overlays and Generating a game plan from your theme.
What the game plan list shows
Each row in the list gives you a quick summary of one game plan:
Name and sport: what the game plan is called and which sport it's built for. Use clear names so you can tell plans apart, for example "LIGR Demo League Football".
Theme: the theme whose graphics the game plan uses. A game plan can only play graphics that exist in its theme, so it can't be used on a competition that runs a different theme.
Competitions: the competitions the game plan runs for. Matches in these competitions can use it.
Created and updated: when the game plan was first made and when it was last changed. This helps you check you're working on the latest version.
Game plans and their playlists can be duplicated to save time. See Manage your game plans: edit, duplicate and delete.
Opening a game plan
Click a game plan in the list to open it and build its playlists. A game plan is made up of playlists. Each playlist is a short timeline of graphics, actions, multimedia and ads that plays when its trigger fires, for example when players enter the pitch, when a goal is scored, or 10 minutes into the match.
Every game plan has two tabs:
Pre/Post Match & Breaks: playlists for pre-game, players entering, about to start, half time, extra-time breaks and post-game.
In Game (Live): the Default playlist (usually your scorebug) plus playlists that fire on match events, milestones and time triggers while the match is being played.
For a closer look at both tabs, see Inside a game plan: Pre and Post Match and Breaks, and In Game (Live).
Before you start
The Graphics module. Automation needs Graphics to be enabled for your organisation.
A theme. The game plan uses that theme's graphics. On Rive themes, the game plan needs a default scorebug for in-play automation to work.
A competition using that theme, with at least one theme profile.
Match data. Triggers run off the facts coming into the match, either from the LiveScore app or from an external data provider.
Manual turned off in the Control Room. The match's overlay uses the theme profile the game plan is assigned to. When you switch Manual off, the game plan runs the graphics automatically. With Manual on, an operator runs them instead. See Switch between Manual and Auto in the Control Room.
Key terms
Game plan: the full set of break and in-play playlists for a theme. Also called an Automated Game Plan.
Playlist: a timeline of items that plays when one of its triggers fires.
Trigger: the moment a playlist starts, such as a period (pre-game), a match event (goal), a milestone (every third corner) or a time trigger.
Item: anything on a playlist timeline, such as an overlay graphic, an action, multimedia, an advertisement or an ad template.
Action: an instruction such as Hide all, Hide all except scorebug, or Show scorebug.
Default graphic: the graphic shown in play when no other playlist is running, usually the scorebug. Other playlists hand back to it.
Priority: decides which playlist wins when two want the screen at once. Level 1 is highest, 4 is lowest, and 2 is the default. See Playlist priority and guards explained.
Guards: conditions that must be true for a playlist or item to run, for example isLive and isNotPenaltyShootout.
Why use a game plan
Consistent broadcasts. Every match in the competition gets the same graphics, in the same order, at the same moments.
Fewer operators. Scorebug, line-ups, goals, cards, subs, stats and sponsor content can all run without anyone clicking.
Targeted sponsorship. Put a specific advert on every goal, every third corner, or every 10 minutes. See How advertising works in game plans.
