Overlay
Overlay Editor is where you design shader overlays for the Game screen, including bezels, CRT treatments, and scene content. ArcadeServer activates the published overlay when a matching game starts.
Overlay is not the physical display above the cabinet and it is not cabinet lighting. Use Marquee for the separate marquee display and LED for lights.
Prepare the overlay runtime
Section titled “Prepare the overlay runtime”Install ArcadeStudio Multi Overlay from Data Packs if the official overlay runtime is not already present. The official package supplies the native runtime and the renderer backends available to the editor and cabinet.
Installing the package does not start an overlay. You still need to choose a shader package, save a profile, assign it, and publish.
Design and preview
Section titled “Design and preview”Open Overlay Editor, choose a shader overlay package, and use the View menu to move between:
| Workspace | Job |
|---|---|
| Setup | Choose the package, profile, and basic configuration |
| Design | Arrange and configure the overlay scene |
| Preview | Run the active renderer surface in Studio |
The command bar provides Undo, Redo, Sync from cabinet, Save, Apply, and preview controls. Sync from cabinet brings control slots from Cabinet Composer into the generated canvas layer; Overlay still owns their appearance and enablement.
Choose a preview backend that the installed pack supplies. The editor exposes DX11, DX12, OpenGL, and Vulkan, while the cabinet uses the backend that the game process actually runs.
Save profile overrides
Section titled “Save profile overrides”A profile is a named set of changes for one shader package, such as a default CRT look or a configuration for a particular game.
- Save stores sparse profile overrides.
- Save as… creates another named profile.
- Apply refreshes the Studio preview with the current settings.
- Resetting a field restores the package default.
Package files remain immutable; the editor stores your changes separately instead of modifying the installed .arcadepack.
When a catalog game supplies button labels in Master.db, Overlay can use those labels—for example LP, MP, and HP—instead of generic button names. Cabinet labels remain the fallback when catalog labels are unavailable.
Assign where a profile runs
Section titled “Assign where a profile runs”Open Assign Overlays… and choose a saved profile for a machine, platform, or game.
Assignment precedence is specific to general:
- Game
- Platform
- Machine
A game assignment overrides a platform assignment, and a platform assignment overrides the machine assignment. An unassigned context remains disabled. Disabling an assignment stops overlay startup for that context without disabling controller-only orchestration.
Publish to the cabinet
Section titled “Publish to the cabinet”- Save the profile.
- Confirm the intended machine, platform, or game assignment.
- Open Publish and publish the cabinet bundle.
- Start a matching game through ArcadeServer.
Publish includes the overlay profiles and assignments that ArcadeServer needs at runtime. ArcadeServer does not read unsaved editor state or live Studio files.
If the overlay does not appear, first confirm that the profile is assigned and enabled, the latest cabinet bundle is published, and the official runtime pack includes the backend used by the game.
Next: Data Packs or ArcadeServer.