Overview of PRIME Master Control Panels
PRIME Master Control Panels (MCPs) can be opened and operated within LIVE.
However, there are several important guidelines to follow when building panels for LIVE integration:
- Address LIVE channels by name (not number) in scripts and events
- Match panel size to LIVE’s supported dimensions (larger panels will add scroll bars)
- Use only currently supported Toolbox Controls (listed below)
Channel Names in LIVE
When addressing playback channels, always use channel names, not numbers, as channel numbers may change in future updates.
The available channel names in LIVE are:
| Type | Channel Name | Description |
| Graphics | GFX1 | Standard graphics channel |
| Graphics | GFX2 | Standard graphics channel |
| Graphics | GFXM | Dedicated channel for the Panels module in LIVE |
| Clip | CLP1 | Clip playback channel 1 |
| Clip | CLP2 | Clip playback channel 2 |
Panel Size
The supported panel area in LIVE is 1828 x 640 pixels.
Larger panels will display scroll bars in LIVE.
Supported Toolbox Controls (PRIME 5.2)
- Canvas
- Text Box
- Combo Box
- Button
- Label
- Asset Browser
- Check Box
- Radio Button
- Picture Box
- Base Scene
- Track Bar
- Numeric Up-Down
Supported in PRIME 5.3
- Time Code Editor
- List View
- Panels
- Color Picker
- Date-Time Picker
| Important: Only General Properties are supported for all objects. |
Creation and Testing in PRIME
When creating or testing your panel in PRIME, you can align your project with LIVE in one of two ways:
- Rename your PRIME playback channels to match LIVE channel names
- Use Project Parameters to dynamically map PRIME and LIVE channel names
Both approaches are described below.
Option 1: Match PRIME Channel Names
To rename channels in PRIME:
- In Playout, go to Config > Playout Configuration > Video Channels
- Rename the channel to match one of the LIVE channel names, for example: GFXM
Note: The names of preview channels do not need to match.
Option 2: Use Project Parameters (Recommended)
Even if your PRIME channel names match LIVE, it’s best practice to use Project Parameters.
This gives you flexibility to switch between PRIME and LIVE without renaming channels in your project.
For example, you can create a Project Parameter called PP_CHANNEL_MCP that stores the channel name (example:. GFXM). The name of the Project Parameter can be anything, the key is matching the channel names in LIVE
This method allows you to change or test different channels easily.
Create a Master Control Panel
Control panels can control multiple scenes and data for your production. Project parameters and logic are the easiest way to link data and scenes together with a Master control panel.
To create a new MCP in PRIME:
- Go to File > New Master Control Panel
- Add controls (examples: Buttons, Combo Boxes, Labels, etc.)
- Attach commands to controls to play scenes, update parameters or perform actions.
There are 2 scripting methods to Play a scene from a Master Control Panel. You can either reference the channel and scene names directly, or use Project Parameters for flexibility (recommended).
Option 1: Hardcoded Channel and Scene Names
Example: add a command in a Button click event:
Playout.GetChannel("GFXM").PlayScene("Lowerthird")
Option 2 (Recommended): Use Project Parameters
Define two project parameters, for example:
Then use the following command in the button click event:
Playout.GetChannel(PP_CHANNEL_MCP.Value).PlayScene(PP_L3Scene.Value)
This method allows global changes to channel or scene names without editing each button command.
Important: Make sure the Project Parameters are linked to both the scene and the Master Control Panel. If your MCP isn’t working as expected, check that shared parameters are properly linked.
Triggering Logic
There are two main ways to trigger commands from MCP objects:
Direct Event Method – Logic is written directly in the object’s event (e.g., button click).
Condition-Based Method – The object triggers logic via a condition, allowing you to send multiple or reusable commands.
Both methods can control playback behavior from within the MCP. Triggering conditions allows for more complex logic and a global approach (it's more visible from the MCP).
Here are some logic examples:
Score +1 PP_HomeScore.Value = PP_HomeScore.Value + 1
Trigger an action: Playout.GetChannel(P_GFX_Channel.Value).GetScene(L3Title.value).PlayAction("Breaking")
Timers:
The below example toggles a timer to start/stop.
The Timer is added as a resource to the MCP and value of the timer is bound to the P_GameClock project parameter. Because the toggle button is either doing a Resume or Pause command it being triggered via a condition, however the button could trigger a property of the clock resource itself, such as Reset.
Panels Module in LIVE: Behavior
There a a few key differences in the panels module, in order to create a simple single user workflow. From the panels module you can manage a single playout channel (GFXM) that is always keyed to output. This means you do not need to worry about graphic keys or using the Preview to Program swap function.
Uploading and selecting a Panel
- Upload a Panel using the PRIME LIVE Uploader tool.
- Select your Panel from the Panel dropdown.
Clearing the GFXM Channel (Cued and Program)
- To clear loaded graphics, click the X GFX button in the Panel Actions section.
- Since the GFXM output key is locked on Program, graphics must be cleared from the graphics output channel.
- Click the X PGM button in the Panel Actions section to remove graphics from Program.
Playing Cued Graphics
- Any loaded graphics will appear in the Graphics Cued proxy window.
- Tapping or clicking this proxy will play all currently loaded graphics.
Behavior Notes and Current Limitations
- Unloading a panel does not stop scenes that were playing they continue until manually stopped
- MCP operation is single-user only (we recommend one operator per panel session)
- If the panel is not reflecting the correct information in dropdowns update the browser (F5)
- The graphics layer for the Panels module is permanently keyed onto switcher program so graphics cannot be removed via key a toggle and need to be cleared from the channel or removed via Panel buttons
- Other graphics channels can be controlled, but the Panels module only displays the cued graphics for GFXM channel