Pixel Effects
Pixel Effects define reusable animated lighting behaviors for addressable LED strips.
Display prerequisite
This section appears after at least one Pixel Strip module is configured in Configure > Connections > Inputs, Outputs, and Modules.
UI path
Open Configure > Lighting > Pixel Effects.
What this section controls
Use Pixel Effects when the same animated behavior should be triggered from several places, such as idle animation, countdown feedback, solved state, warning pulse, or failure flash.
Controls
| Control | What it does |
|---|---|
| Effect name | Creates a readable effect target for actions and sequences. |
| Pixel strip target | Chooses which configured pixel strip the effect controls. |
| Effect type | Selects the animation style, such as solid, chase, pulse, fade, or other firmware-supported effects. |
| Color settings | Chooses the color or palette entry used by the effect. |
| Timing/speed | Controls how quickly the animation moves or changes. |
| Range/segment | Limits the effect to part of a strip when supported by the configured output. |
Firmware 1.1 additions
Pixel meter effects can use palette gradients so a meter can move through a defined color range instead of using only one fixed color. This is useful for timers, pressure or weight feedback, progress meters, warning states, and other displays where color should communicate value.
How to configure it
- Add the pixel strip module in Connections first.
- Open the Pixel Effects section.
- Create a new effect and give it a purpose-based name.
- Select the pixel strip target.
- Choose the effect type.
- Set the color, timing, and any strip range options.
- Save the configuration.
- Trigger the effect from a behavior action or lighting sequence and verify it on the hardware.
Practical guidance
Name effects by game meaning, not by implementation. Puzzle 2 Solved Pulse is easier to maintain than Green Pulse 1 when the show changes later.