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Soccer Scorebug — Dark

A four-frame broadcast scorebug for soccer coverage: a fixed near-black main bar carries team codes and scores with kit-color identity bars, a separate match-clock frame and a separate stoppage/added-time frame sit alongside it, and a full-width GOAL celebration with scrolling text sits ready as an operator-triggered element. Red-card indicators (up to four per side) let the graphic react live to cards the instant they're shown.

Operator drivenKit-color barsLive match clockGoal celebrationRed card indicators

Resolution
1920x1080
Frame rate
25fps
Duration
2000ms
Objects
1
States
2
Widgets
—

Fonts
Roboto

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What is a soccer scorebug?

A soccer scorebug is the on-screen graphic overlay — usually positioned top-left or top-center — that displays the live match score, team names or crests, and match clock throughout a broadcast or stream. It stays visible for the duration of the game, giving viewers a constant read on the score without cutting away from the action.

  • •Team names, crests, or abbreviations
  • •Live score
  • •Match clock / stoppage time
  • •Period or half indicator
  • •Optional: card trackers, possession stats, organizer branding
How to add a scorebug to a live stream
  1. 01
    Choose a scorebug template
    Start from a pre-built layout instead of designing from scratch.
  2. 02
    Customize team info and branding
    Swap in team names, crests, and colors to match the fixture.
  3. 03
    Connect live data (optional)
    Link the scorebug to a live data feed so score and clock update automatically, or update the score manually in real time through an operator control panel.
  4. 04
    Add animation
    Apply intro/outro motion so the bug animates on and off screen instead of just cutting in.
  5. 05
    Publish to your playout or streaming software
    CloudMonet gives you an output URL for the scorebug. Add it as a Browser Source in OBS or vMix, then position it on your live output.
  6. 06
    Run the show
    Use the operator control panel to update the graphic live as the match progresses: scores, red cards, goals, and other in-game events.
Design rationale

Four separate frames keep each instrument independent

The main scoreboard, the match-clock frame, the stoppage/added-time frame, and the GOAL celebration are four separate composite frames rather than one combined bar — the clock and the stoppage timer are split apart, not bundled into a single module, since the operator often needs to run them at different moments. The score reads first and stays fixed on screen; the clock and stoppage timer are secondary instruments the operator runs by hand; the GOAL burst only appears when fired, so none of the four compete with each other for attention.

Kit-color bars carry team identity, the chassis stays fixed

Each side gets a two-tone kit-color bar (Left/Right fill pair) beneath its team code, independently color-pickable per side. The main bar fill itself stays a fixed near-black (#0d0f13) regardless of which two teams are playing, so contrast against any pitch-side backdrop stays predictable — the kit bars do the identity work, not the chassis.

Match clock and stoppage timer

Both the Match Clock and Stoppage Timer are `timer` widgets in Stopwatch mode (`timerMode: "countup"`). A soccer clock doesn't tick monotonically from kickoff — stoppage, half-time, restarts — so the operator runs both entirely through the Control App's built-in Start/Pause/Reset/Nudge card, the same way they'd run a physical match clock.

Red cards and the GOAL burst are triggers

Each red-card slot (up to four per side) and the full-width GOAL celebration — built from a scrolling ticker rather than a single line of text — are marked as ad-hoc operator content. The graphic sits quietly in its resting state until the operator flags a card or a goal is scored.

#0d0f13
Animation timeline — IN sequence (2000ms total)
rect
textbox
group
timer
layer
lifetime
clip
effect
obj_b4en75
40→390ms
Main scoreboard scales open — the chassis establishes the stage before any content appears
Main Score Bgrect
40→390ms
Inner bar fades in with the plate scale
Home Team Codetextbox
0→400ms
Home team code fades in alongside the plate — no longer staggered behind it
Away Team Codetextbox
0→400ms
Away team code fades in with the home code
Dashtextbox
0→400ms
Dash separator fades in with the team codes
Score Pillrect
0→400ms
Score pill fades in with the team codes
Home Scoretextbox
0→400ms
Home score fades in with the rest of the bar — the whole scoreline lands as one beat
Away Scoretextbox
0→400ms
Away score fades in with the home score
Match Timegroup
0→500ms
Match-time frame rolls up into place
Clock Pillrect
0→500ms
Clock pill rolls in from the left as the frame lands
Match Clocktimer
700→1220ms
Match clock rolls up after the pill has landed
Added Timegroup
0→500ms
Added-time frame rolls up into place
wcb-widget-stoppage
0→500ms
Stoppage timer rolls up with the frame
Added Time Lbltextbox
0→2000ms
Added-time readout is present from t=0, fading only on value change
Instruments — operator-triggeredplays independently, not part of the base timeline
instrument
on show
on hide
Hom RC 1rect
Roll ↓ · 500ms
Roll ↓ · 500ms
Hom RC 2rect
Roll ↓ · 500ms
Roll ↓ · 500ms
Hom RC 3rect
Roll ↓ · 500ms
Roll ↓ · 500ms
Hom RC 4rect
Roll ↓ · 500ms
Roll ↓ · 500ms
Awy RC 1rect
Roll ↓ · 500ms
Roll ↓ · 500ms
Awy RC 2rect
Roll ↓ · 500ms
Roll ↓ · 500ms
Awy RC 3rect
Roll ↓ · 500ms
Roll ↓ · 500ms
Awy RC 4rect
Roll ↓ · 500ms
Roll ↓ · 500ms
GOALgroup
Roll ↑ · 500ms
Roll ↑ · 500ms
Operator controls
Team abbreviations
Home Team Code and Away Team Code hold the team abbreviation shown on the main bar — typed in directly.
Score
Home Score and Away Score are operator-entered fields typed in directly. A change plays a short roll/translate animation — deliberately understated, so a goal registers clearly on the bug without pulling focus. Trigger the GOAL animation for the actual celebration.
Kit color bars
Each side has a two-segment kit-color bar (Left/Right) with independent color pickers, letting the operator match each team's actual kit colors without recoloring the chassis.
Goal animation
The GOAL burst is a full-width celebration graphic built around scrolling ticker text that sits invisibly in its resting state until the operator fires it. When triggered, it shows with a quick, punchy entrance rather than a slow build.
Match clock
The match clock is a Stopwatch-mode timer the operator runs by hand. A soccer clock doesn't move monotonically from kickoff (stoppage, half-time, restarts). Every timer widget surfaces the Control App's built-in Start / Pause / Reset / Nudge card automatically, and the operator drives it the same way they'd run a physical sideline clock.
Extra time + timer
Added Time is a free-text field (15 characters max) for the stoppage-time readout — e.g. "+min. 5" — typed in by the operator when the board goes up. It sits next to its own Stoppage Timer, which runs through the same Start/Pause/Reset/Nudge card as the match clock, so the operator can hold a separate running count for added time without touching the main clock.
Red cards
Each side gets up to four independent red-card indicators. The operator toggles each one on or off individually as cards are shown during the match.
Related templates

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