Visual Builder guide

No-Code Workspace — Block Reference

Choose a block from the selector below or, on desktop, from the left rail. Every block includes purpose, parameters, common scenarios, cautions, and an in-app screenshot.

Select -> Configure -> Connect -> Verify

Professional no-code workflow map

Cross-macro local library

Local Shared Macro Area

The Local Shared Macro Area moves blocks, variables, dialog fields, gallery assets, and imported media dependencies between macros on the same device. It is device-local, not cloud sync, not Firebase sharing, and not a replacement for public macro sharing.

Professional usage model: put a reusable login flow, common scan region, shared dialog form, variable group, template image, color profile, replay recording, or imported PLAY_SOUND media file into the shared area from one macro, then import it from the relevant + menu in another macro.

VISUAL_BLOCKSVARIABLESDIALOG_FIELDSTEMPLATE_IMAGECOLOR_SWATCHREPLAY_RECORDMEDIA_FILE
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Send to the shared area

When one item or a multi-selection is active, the shared-area button can copy the selected part from the workspace, group, true/false action branch, dialog, and variables surfaces into the device-local library.

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Import into another macro

The shared-area entry under the + menu imports the selected item into the surface that opened it. Main workspace, group, action branch, dialog, and variables each receive the compatible item type.

3

Share gallery assets

Gallery items include template images, color swatches, replay records, and imported audio/media files. They can move between macros on the same device so repeated templates, colors, recordings, and PLAY_SOUND media assets do not need to be captured again.

4

Keep it clean

The shared area is not a permanent dumping ground. Delete stale shared items from the shared-library panel; imports create a copy in the target macro and do not rewrite the source macro flow.

Checkpoint: after importing, review block names, linked template/image/color/record/media assets, and variable names in the target macro. The shared area creates a copy; delete stale shared items from the shared-library panel to keep the library clean.
SearchBlock usage recipe

Image (IMAGE)

Searches for a template image on screen

Block Preview

Captured from the in-app Visual Builder block card in the 1.0.17 English UI.

v1.0.18English UI
Image (IMAGE) block card

Block Preview

Captured from the 1.0.17 English Visual Builder block card with the Advanced/extra settings panel expanded.

v1.0.18English UI
Image (IMAGE) advanced settings panel

What Does It Do?

Searches for a specific template inside the selected scan region. Goes to TRUE if a match is found, FALSE otherwise. Scanning runs with a single selected engine; there is no automatic full-screen fallback.

Pro note: region strategy matters

IMAGE is not only about choosing one template. In the builder, multiple regions and per-region excludes are a core part of making the flow stable.

Shared Mechanics for Search Blocks

Multiple search regions and exclude regions

IMAGE, TEXT, COLOR, and OCR-related blocks can define multiple search regions. Each region can also carry its own exclude region to remove noisy areas and reduce false matches.

Sticky anchors for edge-aware scaling

You can now assign a sticky anchor to each search region. This brings Region.sticky into the no-code surface so the region can stay aligned to anchors such as top_left, bottom_right, or center when screen geometry changes.

Scan rate, timeout, and retry behavior

Search timeout defines one search window. Retry on true, retry on false, and waitUntilFound turn a block into a one-shot check or controlled polling step. scanRateHz controls attempts per second.

Match tuning and device variance

mScore, scale, and scan engine choices matter across themes, display sizes, and rendering differences. Smaller regions plus the right engine dramatically improve builder stability.

When to Use?

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Use when you want to check if any screen element is visible:

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- Checking if a button appeared

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- Detecting if a notification or alert opened

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- Waiting for a loading screen to finish

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- Verifying navigation to a specific page

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- Checking if any icon or visual element exists

How to Use?

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1. Add "Image (IMAGE)" block

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2. Capture the template with "Select Template"

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3. SCAN REGION: Always constrain the search area (smaller = faster)

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4. SCAN ENGINE: quick_image / balanced_image / precision_image / color_aware_image / small_object_image

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5. MATCH RATIO (mScore): lower = flexible, higher = stricter

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6. SCALE: adjust for device differences

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7. SEARCH TIMEOUT: 0 = single attempt

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8. If retry is needed, set SCAN RATE (Hz): attempts per second

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9. Configure TRUE/FALSE branches

Parameters

Template

Image to search for. Capture from screen or select from gallery

Scan Region

Screen area to search [x, y, width, height]. Smaller = faster

Match Ratio (mScore)

0.10-0.99 range. 0.80 default. Low = flexible, high = exact. Slider + manual + variable supported

Scale

1.0 = original. For different screen resolutions. Slider + manual + variable supported

Scan Engine

quick_image / balanced_image / precision_image / color_aware_image / small_object_image

Search Timeout

0 = single try, 5000 = try for 5sec. Slider 0-30000ms + variable supported

Scan Rate (Hz)

Attempts per second in retry mode. 1-30 Hz

Wait Before (ms)

Wait before searching. Slider 0-5000ms + variable supported

Wait After (ms)

Wait after searching. Slider 0-5000ms + variable supported

Retry Modes

Retry on true / Retry on false / Infinite / Wait until found

Example Usage

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Scenario 1: Auto-click "OK" button when it appears

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1. Add IMAGE → save "OK" button as template

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2. Scan region: Area where button can appear

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3. Add CLICK to TRUE → enable "Click on match"

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4. Retry: "Retry on false" (waits until button appears)

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Scenario 2: Wait for loading screen to finish

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1. IMAGE → save loading icon as template

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2. Retry: "Retry on true" (waits until icon disappears)

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3. In FALSE: Loading done, proceed to next step

Combinations / Used With

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MOST COMMON COMBINATIONS:

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- IMAGE + CLICK: Find something and click it

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- IMAGE + WAIT: Wait for something to appear/disappear

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- IMAGE + SWIPE: Swipe when something is found

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- IMAGE + IMAGE: Multiple visual checks in sequence

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- IMAGE + COMPARE: Make decisions based on found position

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- IMAGE + LOG: Log search results (for debugging)

Tip

Searches for a template image on screen

Warnings / Cautions

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WARNING:

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- Starting macro without selecting template means block always goes to FALSE

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- Do not leave scan region as full screen — slow and may cause false matches

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- Do not capture templates from areas with changing backgrounds

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- Do not lower match ratio below 0.50

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- Adjust Scale when using on devices with different resolution

Shared Controls for This Block Family

The guidance below is not identical for every block. It summarizes the professional controls that most often repeat in the selected block family.

🔎Scan Region

Keep the search close to the target. Smaller regions are faster and more stable.

🚫Exclude Region

Exclude static noise, badges, animations, or reflective areas to reduce false matches.

Timeout and Scan Rate

Timeout and scan rate define whether the block acts as a single check or controlled polling step.

🎯Match Tuning

mScore, scale, and engine choice must be tuned together for theme, resolution, and rendering differences.

🧭Result Variables

Passing _lastMatch, _lastOcrText, and related result values into later blocks keeps the flow readable.

Builder vs Lua Boundary

Raw touch pointer lifecycle stays code-first

TOUCH and TOUCH_BREAK cover recipe-style touch flows. Raw pointer choreography such as Touch.down, Touch.move, Touch.up, Touch.dispatch, Touch.reset, Touch.breakAll, and Touch.releaseAfter is not exposed as a first-class builder block.

Touch.downTouch.moveTouch.upTouch.dispatchTouch.resetTouch.breakAllTouch.releaseAfter
Bounded dialog design is builder-backed; freer composition stays code-first

The DIALOG block and dialog designer cover a bounded field set in the builder: info text, text input, checkbox, radio group, dropdown, image picker, tab group, and recorder picker. Freer Setting.builder composition, multi-step wizard flows, and mixed HUD/dialog choreography still do not map 1:1 into the builder.

Setting.builderDialogHudTextView
Advanced HTTP request chaining stays code-first

HTTP_GET, HTTP_POST, and HTTP_PUT cover common fixed-method flows; HTTP_REQUEST covers one bounded request with method, header lines, body, content type, and timeout. Freer query/retry composition, chained request objects, and lower-level client flows still need the code editor.

Request.setParameterRequest.setHeaderRequest.setBodyRequest.setContentTypeRequest.setRetryRequest()TRY_CATCHCUSTOM_CODE
General programming surfaces stay code-first

General-purpose helpers such as Map, Array, JSON, Regex, and Metrics are broader than the builder recipe model. These surfaces remain on the coded runtime side instead of becoming first-class builder blocks.

MapArrayJSONRegexMetrics
Low-level runtime and Lua composition stays code-first

Runtime helpers, raw Request objects, Lua built-ins such as print/pcall/xpcall, and free-form object chaining patterns are represented through CUSTOM_CODE or the code editor.

RuntimeRequestprintpcallxpcallCUSTOM_CODE

Debug Mode and Breakpoints

Each block card now exposes an independent breakpoint toggle. When enabled, the breakpoint preference is stored with the block.

Breakpoints are only emitted into runtime code when Debug Mode is enabled from Visual Builder settings. When Debug Mode is off, breakpoints stay saved but do not pause execution.

Use ASSERT for fail-fast validation, and use breakpoints for step-by-step tracing and controlled pauses in the same flow.

Variable Scope

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Variables defined with SET_VARIABLE are accessible throughout the macro (global scope). All blocks can read/write the same variable.

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However, a variable defined inside a GROUP will be 'nil' (undefined) until the GROUP executes. Blocks outside the GROUP using this variable may produce unexpected results.

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FOR_EACH loop variables (item and index) only carry valid values inside the loop body. Outside the loop they are outside local scope and should not be used.

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TRY_CATCH error variable is only valid within the catch block. If the try block succeeds, the catch branch is not entered and the error variable remains undefined.

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TIP: Before using a variable inside a GROUP, assign a default value with SET_VARIABLE outside the GROUP. This way the variable won't be nil even if the GROUP has not run.

Inline Expressions

You can embed variable values and calculations into text fields using {{ expression }} syntax. Expressions inside double curly braces are evaluated as Lua code and the result is inserted into the text.

Syntax
{{ expression }}
Examples
Skor: {{ score + 1 }}"Skor: " .. tostring(score + 1)
{{ name }} kazandı!tostring(name) .. " kazandı!"
X:{{ x }} Y:{{ y }}"X:" .. tostring(x) .. " Y:" .. tostring(y)
Supported Blocks
SET_VARIABLELOGCOMPARECLIPBOARD_WRITENOTIFY_TOASTKV_SET
Security Note

Expressions are checked by the sandbox policy. Security-sensitive calls like loadstring, require, debug are automatically blocked.

General Tips

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Keep scan regions as small as possible — improves speed, reduces false matches.

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Always add an exit condition when using infinite loops (BREAK, timeout, or conditional exit).

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Use network operations and error-prone steps inside TRY_CATCH.

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If you need global error handling, use the Error Handler (ERROR_HANDLER) block as a singleton in the project.

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Small coordinate offsets (CLICK/SWIPE) improve tap accuracy across different DPI and screen scales.

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Customize macros with Dialog block — different parameters each run.

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Define repeating steps once with GROUP_CALL, call from many places.