The Manager is where you create the Assets and Buttons that an operator fires later. Open it from Customize → Showtime in your admin. The page has two sections: Assets (the raw material) at the top and Buttons (the operator's tiles) underneath.
Step 1 — Create assets
Click + New Asset. Give it a name and pick a type:
- Image — pick a graphic from your Images & Files library via the Graphic dropdown. PNG with transparency is ideal so the cue card sits cleanly over the broadcast.
- Sound — pick an audio file from your library via the dropdown. Best for goal horns, stings, sponsor reads.
- Video — pick a video graphic. Plays inline on the Stage.
- Page — pick a custom xSyte Page from the dropdown. Showtime renders the page's content chrome-free on a transparent background, so build the content self-contained (its own styles) so it stands alone as an overlay.
- Widget — pick a built-in widget (see the gallery below). Widgets render live from game data each time they fire.
Widget assets get two extra branding fields: an optional Header image (a sponsor banner that replaces the widget's title) and an optional Custom CSS box for fine-tuning the widget's look. The Manager's Preview widget button renders the widget with sample data so you can dial in the branding before going live.
Widget gallery
- Game Awards — "Stars of the Game" presentation. Reads the player awards logged for the game; one row per award. No fire-time choice needed.
- Team Lineups — Both Teams — both teams' rosters side by side, grouped by position. Fires once for the whole game.
- Team Lineup — One Team — one team's roster, two-column auto-balanced. Operator picks Home or Away on the Panel when firing.
- Player Spotlight — single-player hero card. Operator picks the player on the Panel; types a custom Heading and Sub-text; optionally ticks "Announce this card" for ElevenLabs TTS playback. Useful for milestones, birthdays, MVP shoutouts.
- Sponsors — auto-rotating slideshow of your sponsor logos. Groups by logo_size (large/medium/small) into different slide layouts. Duration is divided evenly across slides.
- Announcer — operator types any message; ElevenLabs TTS speaks it. Optional on-screen caption.
Step 2 — Create buttons
Click + New Button. Most fields are self-explanatory; here are the ones worth understanding:
- Asset — which asset this button fires.
- Sound asset (optional) — a second asset (must be a Sound) played on the audio layer at the same time. Lets one button show a graphic AND play audio in one tap.
- Label — what the operator sees on the tile.
- Tile image (optional) — a background image for the Panel tile so operators recognise it at a glance. Picked from your Images & Files library.
- Scope — see "Scopes" below.
- Layer — Fullscreen, Lower Third, Corner, or Audio Only. Decides where on the Stage the cue lands.
- Entry / Exit animation — slide in/out, fade, zoom, or none.
- Cue background (optional) — paint a solid or gradient backing behind the cue card with adjustable opacity. Useful when your image has a transparent background and you want it readable over a busy scoreboard.
- Hold duration — how long the cue stays on screen (in milliseconds). Default 6000 (6 seconds).
- Trigger — Manual (operator taps the tile) or Automatic (fires on a game event). Currently the only auto-event is "Game complete", which fires when a scorer finalises a game. Great for an auto "Stars of the Game" presentation.
Scopes — controlling which Panels see a button
Buttons can be scoped to control which contexts they appear in:
- Global — appears on every game's Panel.
- Division — appears only on Panels for games in a specific division. Pick the division when creating the button.
- Team — appears only on Panels for games where a specific team is playing (home or away). Pick the team.
- Podcast — appears only on the Podcast Panel. Invisible to all rink Panels and the game-page drawer. Use for show-only cues that shouldn't accidentally appear at a rink.
The Podcast Panel sees everything: global + division-matching for the selected game + team-matching for the selected game + podcast-scoped. The rink Panels see everything except podcast-scoped. That asymmetry is the point — your podcast can take advantage of all the regular cues you've already built, plus add its own.
Combined cues: image + sound
For things like "CITGO Power Play" — a sponsor card that appears with an announcer voiceover — make two assets (one Image, one Sound) and bind both on a single Button via the optional Sound asset field. One tap fires both. The graphic appears on its layer, the audio plays at the same time.
Branding widgets to fit your league
Every widget has a default look, but you can tune it per-widget. Use the Header image field on a Widget asset to replace the default title with a custom sponsor banner. Use the Custom CSS box to override colours, fonts, sizes — each widget exposes documented CSS classes (the Manager shows the list when you pick a widget). The Preview widget button renders the widget on a sample-data Stage so you can iterate without firing live.
Asset previews in the Manager
Each asset shows a small preview in the Assets list:
- Image / video — an actual thumbnail.
- Sound — a music-note icon.
- Widget — a grid icon.
- Page — a document icon.
Trigger Type — Automatic on game complete
For cues that should fire without an operator (a Stars of the Game presentation at the end of every game, for example), set the Button's Trigger to Automatic and the event to Game complete. When a scorer finalises that game, Showtime fires the cue onto the still-current Pusher channel — so the Stars card plays over the just-finished scoreboard, and the location-following Stages hold their advance until the cue finishes so the next game's content doesn't pop underneath.
Automatic cues respect scope: a team-scoped auto-cue only fires for games involving that team; a division-scoped one only for that division. Global auto-cues fire on every finalisation.
Editing and deletion
Each row in the Assets / Buttons list has Edit and Delete buttons. Deleting an Asset that's still referenced by a Button is refused — reassign or delete the dependent buttons first.
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