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The final step of prop definition in the Pixel Editor is to define the prop’s unit ID(s) and channel numbers in the right-most section of the window. This section should be filled in last because the entries will change automatically based on the values you enter in the “Lights” and “Shape” sections. Take care to enter this information accurately, or your lights will not come on.
Select the device type from the drop-down that matches your hardware. A device type of “Undetermined” is available for situations where the device type is not known. For controllers that connect via the E1.31 protocol over Ethernet, select “DMX”.
Max Circuit (or DMX Channel)
The number box at the top right defines how many channels are in each DMX universe or the maximum circuit number if LOR is selected. For DMX, you can leave this at the default value of 512, unless you have a controllers that does not allow an RGB pixel to cross universe boundaries. In this case, set the DMX universe size to 510 (170 pixels per universe).
Individual Start Channels
For the first string, you must provide the starting Unit ID and circuit (for LOR channels), or universe number and channel (for DMX channels). Subsequent strings will be automatically calculated by the Pixel Editor. This works great for many situations, but there are exceptions. For those exceptions, click the “Individual Start Channels” checkbox. This will allow you to enter a starting Unit ID and circuit for every string.
Separate Unit ID (or DMX Universe) for each RGB String
This checkbox will cause each string to start at circuit 1 of the subsequent Unit ID (or DMX Universe) from the previous row. If this box is unchecked, then each row starts from the last Unit ID and circuit from the previous row.