Shuffle
Platform Behavior & Troubleshooting Guide
How Shuffle works — exact rules, behaviors, and fixes for common issues. Sections on the Design tab, mobile uploads, prizing, analytics, and other areas will be added in future updates.
Activation Configurations: How They Work
Mainboard and Mobile
A video or Unreal output plays on the video board while guests participate on their phones simultaneously
Stage timers must be configured to keep the mobile experience in sync with the mainboard content
Supports both Automatic and Manual flow modes
The most common configuration
Mainboard Only
The Unreal build or Custom Video plays through the mainboard output URL as a standalone display
No mobile participant interaction
The platform is used purely for content delivery to the video board
Mobile Only
The platform runs the mobile interaction with no video output from the platform itself
Stage timers are configured to match a video played from an external source — clip server, broadcast system, or other
The platform does not need any video loaded to operate the mobile experience
The operator must set timers accurately since there is no in-platform video to compare against during testing
Supports both Automatic and Manual flow modes
Mainboard Content: How Each Option Works
Custom Video — recommended best practice
Plays a pre-recorded MP4 file through the mainboard output URL
The video plays at its own fixed pace — it is a pre-rendered file and is not affected by anything in the platform during playback
Stage timers must be set to match the video's section durations
Requires significantly less computing power than running Unreal live
Starts automatically when Start is clicked (if not using a clip server)
The video source can be a Unreal recording, a third-party production, or any compatible MP4
The video stops when the Thank You stage timer expires
Unreal — white-label and custom builds
Renders the shuffle game in real time using the platform's Unreal Engine
Available as white-label (8 scenes, configurable options) or a fully custom build
Runs through the same mainboard output URL as Custom Video
Requires significantly more computing power than Custom Video
Not recommended for game day use — the same content can be recorded and used as a Custom Video
When run live: the Gameplay stage duration is fixed by the platform; it cannot be manually adjusted
Number of Items controls both the Unreal visual and mobile choices simultaneously
Enable Bounce and Enable Percentage apply to Unreal mode only — no effect on Custom Video
The recommended workflow
Build and configure the activation in Unreal mode
Record the Unreal output as a video file
Upload the recording as a Custom Video
Use the Custom Video for all live event runs
Note: Clients who do their own recordings have full flexibility to swap logos, colors, scenes, and configurations at any time. This is the recommended approach — it empowers the client and provides the most options.
The Unreal Build: Exact Platform Behavior
White-label scenes and objects
Scene | Hidden object | Shuffling object(s) | Notes |
Baseball | Ball | Hat or Helmet | Helmet option available now |
Basketball | Ball | Hat | — |
Cricket | Ball | Hat | Helmet option coming in future update |
Football | Ball | Hat or Helmet | Helmet option available now |
Hockey | Puck | Hat | Helmet option coming in future update |
Rodeo | Belt buckle | Cowboy hat | Baseball cap option coming in future update; cowboy hat coming to other scenes |
Rugby | Ball | Hat | Helmet option potentially in future update |
Soccer | Ball | Hat | — |
Gameplay stage duration — fixed in Unreal mode
The Gameplay timer is set automatically by the platform when using the Unreal build
It is determined by the difficulty level and number of items selected
It cannot be manually changed — this is a fundamental difference from Custom Video
Gameplay durations from shortest to longest:
Easy, 3 objects — shortest
Easy, 5 objects
Medium, 5 objects
Easy, 4 objects
Hard, 3 objects
Medium, 4 objects
Hard, 4 objects
Hard, 5 objects — longest
Note: The platform is actively working toward shortening all Gameplay durations to 30 seconds or less. No specific timeline has been confirmed.
Number of Items in Unreal mode
Controls both the number of objects displayed in the Unreal scene AND the number of choices on the guest's phone
The two are always in sync — changing this one setting updates both simultaneously
Options: 3, 4, or 5 for white-label builds
Winner setting
Random — the outcome is not predetermined; the winner plays out live in the Unreal build
Preselected — a specific object can be chosen as the winner before the activation begins
The starting position cannot be preselected in either case
Applies equally to white-label and custom builds
Custom Shuffle builds
A fully bespoke Unreal activation — custom scene, hidden object, shuffling objects, optional intro, audio, hard-coded branding
Runs through the same platform interface as the white-label build — same Control tab, same stage timers, same flow modes
Custom builds typically include a full set of custom mobile assets
Number of objects can be client-specified or system-defined
Winner selection works identically to white-label
Pre-recording and uploading as a Custom Video is equally recommended for custom builds
The Stage System: Exact Behavior
Stage sequence
1. Title — shown before Start; no timer; stays on screen until Start is confirmed
2. Hide — first timed stage; begins when Start is clicked
3. Gameplay — begins when Hide timer expires; Gameplay timer is fixed in Unreal, configurable in Custom Video
4. Selection — begins when Gameplay timer expires; guests choose their object
5. Reveal — begins when Selection timer expires
6. Thank You — begins when Reveal timer expires; optional; video stops when this timer expires (Custom Video)
What timers do and do not control
Timers DO control: when the mobile experience advances between stages
Timers DO control: when the Custom Video stops (via the Thank You stage end)
Timers do NOT control: the speed of the pre-recorded video
Timers do NOT control: what appears in the video or when
The pre-recorded video plays at its own fixed pace regardless of any timer changes
Sequential stage behavior
Each stage begins exactly when the previous stage's timer expires
Adjusting one timer shifts when all subsequent stages begin
Example: extending Selection by 4 seconds pushes Reveal to begin 4 seconds later
Important: Always think through the full stage chain when adjusting timers. Changing one stage affects every stage that follows.
If total timers are shorter than the video
The video is cut off before its natural end
The platform stops the video when the Thank You stage timer expires
If the reveal has not yet appeared when Thank You ends, guests will not see it
Important: Confirm that the sum of all stage timers equals or exceeds the total video length before running the activation live.
Automatic vs Manual flow — exact behavior
Automatic
Each stage advances when its timer expires — no operator input needed after Start
Thank You stage ends and the activation resets to Title automatically
Recommended for most activations
Manual
Each transition requires the operator to click Move to Next Stage
Sequence: Start → Hide → click → Gameplay → click → Selection → click → Reveal → click → Thank You → click Live/Stop
The activation does NOT stop automatically in Manual mode
If the operator does not click Move to Next Stage, the mobile stays on the current stage indefinitely
Recommended when live contestant interaction or crowd involvement may require holding stages
Troubleshooting: Common Issues and Fixes
"The selection screen appeared before the objects stopped moving in the video"
Cause: The Gameplay stage timer is shorter than the shuffle section of the video.
Fix: Increase the Gameplay stage timer. Measure the shuffle section of your video and enter the correct duration.
"The reveal appeared on phones before the video showed the winner"
Cause: The Selection stage timer is shorter than the selection window in the video.
Fix: Increase the Selection stage timer to match the actual selection window in the video.
"The video stopped before showing the reveal"
Cause: The total of all stage timers is less than the video's total length. The video stops when Thank You expires.
Fix: Add up all stage timers and compare to the full video length. Increase one or more timers until the total equals or exceeds the video length.
"The mobile and video were in sync during testing but drifted during the live event"
Cause: The Start button was not clicked at the same moment the video began playing.
Fix: Tighten the coordination with the Start click and the video start. If using a clip server, communicate more precisely with the producer on cue timing.
"Guests see a different number of choices than objects in the video"
Cause: Number of Items in the Gameplay stage does not match the video.
Fix: Go to Control → Gameplay stage → Number of Items and set it to exactly match the number of objects in the video.
"The activation did not stop after the Thank You stage"
Cause: Flow mode is set to Manual. In Manual mode, the activation does not stop automatically.
Fix: After the Thank You stage, click Live or Stop to end the session. Or switch to Automatic mode for future runs.
"The video is visible in my browser tab but not on the display screen"
Cause: The mainboard link is open on the operator's laptop but not on the display device, or it is not in fullscreen.
Fix: Open the mainboard URL in a browser on the actual display device and go fullscreen.
"I changed stage timers but the video still plays the same way"
This is expected behavior. Stage timers do not change the pre-recorded video in any way.
The video plays at its own fixed pace — timers only control when the mobile advances between stages.
The only exception: the video stops when the Thank You stage timer expires.
"I cannot change the Gameplay timer — the field appears fixed"
Cause: You are using the Unreal build. In Unreal mode, the Gameplay duration is fixed by the platform and determined by difficulty level and number of items.
The Gameplay timer can only be manually configured when using Custom Video mode.
"Enable Bounce and Enable Percentage do not seem to have any effect"
These settings apply to Unreal real-time rendering mode only. They have no effect when Custom Video is selected.
If you are running a pre-recorded video, these settings can be safely ignored.
