A panel is a small visual picture of one puzzle or prop that staff can open on the control page. You lay it out yourself — labels, status lights, a grid of inputs — and wire each piece to a live device value, so staff can see whether the four buttons have been pressed or the safe is open without walking into the room or squinting at a camera.
You design panels in the Editor on the Panels tab, and staff open them on the control page while a game runs.
What a panel is for
A camera tells you where a team is standing. A panel tells you what a prop is actually doing. Build one for the puzzle whose state is hard to read from outside — the RFID readers, the light sequence, the pressure plates — and staff can track progress at a glance.
One panel, one puzzle
Keep each panel to a single puzzle or prop. A panel that tries to show a whole room turns into the device list it was meant to replace.
Build a panel
- On the Panels tab, select Add panel, then Create new.
- Pick the Puzzle or prop device this panel is about. Its live values are then ready to drop in with one click.
- Name it, optionally link it to an Objective, and choose a Starting layout — Prop overview, Input grid, or Blank canvas.
- Select Create panel, then arrange the elements on the canvas.
- Open the game's control page and check the panel opens and reads the way you expect.
You can also choose Import file instead, to bring in a panel someone exported as a .arc file — either Keep references to its devices, or Import layout only if it’s coming from another room.
Elements and live data
Add element offers two groups. Live elements show something that changes: a Status cell, a Matrix grid for a set of inputs, and Button. Decorative elements are fixed dressing: Text label, Icon, Shape, and Image.
Selecting an element opens Element settings on the right. The sections that matter most:
- Live data — what this element is reading. Choose a device value, a field inside a device’s data, a device’s online status, or a game value.
- Display rules — how that value turns into something staff can read. Rules run top to bottom and the first match wins, so you might color a cell green when the value is
1, red when it’s0, and grey Otherwise. A test field beside the rules shows which one would match. - Action — for a Button, what it does when staff press it.
Panel settings
Open the Canvas tab to reach Panel settings, which holds what the panel as a whole does:
- Background — the panel’s backdrop.
- Linked objective — tie the panel to an objective and staff get a launcher button for it right on that objective’s card.
- Quick action — turn on Show as a quick action to add a button on the control page that opens this panel, with an optional Button label and Color.
- Panel actions — duplicate the panel, export it with connections or as layout only, or delete it.
Panels on the control page
Staff open a panel from its objective’s card or its quick-action button, and it appears as a floating window they can drag where they like. The window header carries a status pill: it either reports that every device the panel reads from is reporting, or tells them how many are offline — so a panel that has gone quiet tells you, instead of showing stale values.
Where to go next
- Devices — the device a panel reads its live values from.
- The control page — where staff open panels during a game.
- Objectives — link a panel to the objective it belongs to.
- Automations — react to the same devices automatically.