No-Code Workspace — Block Reference

SearchBlock usage recipe

Track Target (TRACK_TARGET)

Live target tracking

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Track Target (TRACK_TARGET) block card

What Does It Do?

Tracks the first image/text/color match; FALSE when lost.

Shared Mechanics for Search Blocks

Multiple search regions and excluded regions

IMAGE, TEXT, COLOR and the other search blocks that use the Search Regions editor can define several search regions with + Add Region; OCR_VALUE tries its read regions in order. Inside a search region, Exclude Region skips noisy areas such as a HUD or a badge, and it applies only to the search region it belongs to. From 1.0.51 one search region can hold several excluded regions, each with its own shape and its own variable or Dialog binding.Coming soonv1.0.51

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, duration, and retry behavior

Search Duration (ms) defines one search window; 0 means a single look. Retry Mode in the Retry & Wait section is Off, Infinite Loop, Retry On True, Retry On False, Wait Until Found, or Wait Until Gone, so a block becomes a one-shot check, a controlled polling step, or a step that waits for a target to appear or to disappear. Retry Timeout (ms, 0 = unlimited) bounds the loop; Scan Rate (Hz) sets scans 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?

1

Click or swipe a moving target.

How to Use?

1

Set the Track Target mode (Image / Text / Color), region, engine, Max Drift (px, default 96), Lost Frame Limit (default 3) and scan rate (10 Hz on a new block, up to 30).

Parameters

Score Variable (Advanced)

Writes the 0.0–1.0 confidence of every tracked frame to the variable named in Advanced; COMPARE "matchScore >= 0.85" to react when tracking weakens, before the target is lost

Match Position (matchX/Y/W/H) (Advanced)

Writes the target's current box to variables such as matchX/Y/W/H; CLICK {matchX},{matchY} to tap the roaming target or bind a SWIPE start to them

Example Usage

1

TRACK_TARGET + CLICK.

Combinations / Used With

1

CLICK/SWIPE/WAIT/LOG.

Tip

Live target tracking

Warnings / Cautions

1

Keep region narrow; high Hz slows old devices.

Step-by-Step Mastery: Basic → Advanced → Pro

The same block at three levels: a quick start, the real options, and professional techniques.

Basic

The TRACK_TARGET block finds an image/text/color match and tracks it live; when the target is lost it goes to the FALSE branch. Unlike other search blocks, it updates a moving target's position frame by frame rather than a single snapshot, and draws a green marker box (HUD) around the match on screen. Simplest use: pick the element to track, keep the region narrow, and CLICK {matchX},{matchY} at the tracked position.

Advanced

It rescans the tracked target each frame and picks the nearest candidate match (within a drift limit); a new block starts with Max Drift 96 px, Lost Frame Limit 3 and a 10 Hz scan rate (1–30); these values govern the decision. The mode (image/text/color), scan region, and Scan Engine selection work with the same logic as other search blocks. DRIFT CALIBRATION is this block's most critical setting. Drift (maxDrift) is the maximum pixel distance the target may JUMP between two consecutive frames: if the target moves farther than that radius in one frame, tracking loses it or snaps to a wrong look-alike. Find the right drift by measuring: (1) run the macro and watch the green HUD box follow the target, (2) roughly estimate how many pixels the target travels in one frame — target speed (px/s) ÷ Hz ≈ per-frame jump, (3) set maxDrift just above that jump. Rule: too small a drift drops a fast target out of tracking; too large snaps to a nearby look-alike. Scan Rate (Hz/sRate) sets how often tracking updates; raising Hz shrinks the per-frame jump (so a smaller drift can suffice) but the CPU/battery/jank cost grows on old devices. The Lost-Frame Limit decides after how many consecutive invisible frames tracking is fully abandoned and the FALSE branch is taken; leave a little headroom to tolerate brief disappearances (e.g. an effect passing in front).

Pro

TRACK_TARGET is designed for clicking or swiping toward a roaming target. With ADVANCED matchTuning, write the scoreVar confidence each frame and COMPARE matchScore >= 0.85 to decide early when tracking weakens, before the target is fully lost. contextX/Y/W/H keep the tracked target's current position live; bind a SWIPE start to {matchX},{matchY} and drag toward the moving target, or CLICK {matchX},{matchY} to tap the roaming target. For performance keep the region narrow and choose Hz moderately: too high an Hz causes jank/battery issues on old devices. Tune drift to the target's real speed: too small loses fast motion, too large snaps to a wrong look-alike. When many similar elements share the region, a small drift plus a high mScore yields the most stable tracking.

Real-World Scenarios — Step-by-Step Recipes

Small, reproducible examples that combine several blocks — build them straight into your own macro.

Live-click a roaming target
  1. 1Add TRACK_TARGET, mode = image, and select the element to track
  2. 2Shrink the scan region to the narrow area the target roams in
  3. 3Scan Engine = balanced_image, moderate Hz
  4. 4ADVANCED: set contextX/Y variables to matchX/matchY
  5. 5CLICK {matchX},{matchY} at the per-frame updated position
Swipe toward the target (track + SWIPE)
  1. 1Add TRACK_TARGET and select the moving marker
  2. 2Tune drift to the marker's speed (do not keep it too small)
  3. 3ADVANCED: assign matchX/matchY/matchW/matchH variables
  4. 4Bind the SWIPE start to {matchX},{matchY} and drag in the target's direction
  5. 5On FALSE (target lost) LOG + re-search
Calibrate drift by measuring (when the target drops out)
  1. 1Add TRACK_TARGET, run with the default drift (~96px)
  2. 2Watch the green HUD box: does it fall behind when the target speeds up?
  3. 3Estimate the per-frame jump: speed (px/s) ÷ Hz
  4. 4Raise maxDrift just above that jump; lock it once the box follows again
  5. 5If it still snaps to a wrong look-alike, lower drift a little and raise mScore

Which Blocks to Pair With — Pro Combinations

This block is useful on its own — but it shines when paired with the right partners.

+ CLICK {matchX},{matchY}

Because contextX/Y update every frame, CLICK lands on the roaming target's latest position.

+ SWIPE

Bind the tracked position to the SWIPE start to live-drag toward the moving target.

+ COMPARE (score)

Compare the scoreVar matchScore against 0.85 to react when tracking weakens, before the target is lost.

+ WAIT / LOG

When the target is lost, LOG the state on the FALSE branch and WAIT briefly before restarting tracking.

Common Mistakes and Fixes

Keeping the scan region wide and Hz very high; this causes jank and battery drain on old devices. Fix: narrow the region and choose Hz moderately.

Setting drift too small so a fast target drops out of tracking. Fix: increase drift to match the target's real per-frame jump.

Tracking snapping to the wrong element when many look-alikes share the region. Fix: lower drift and raise mScore so it follows only the true target.

Pro Tips

Use the green marker box (HUD) for calibration: run the macro, watch whether the box actually follows the target, then fine-tune drift/Hz.

If the target comes from unstable OCR/colour, track a visual template (image) instead of text/color; image tracking usually gives the steadiest position.

Tune Hz and drift together: raising Hz shrinks the per-frame jump, so a smaller drift suffices and tracking snaps to look-alikes less — but do not overdo Hz on old devices for battery/heat. Try a tight region + moderate Hz first, then fine-tune drift.

Coming soonv1.0.51Add several exclusions to the tracking region with "+ Exclude Region", each with its own shape and variable/Dialog binding. Excluding fixed look-alikes near the target's path stops tracking from jumping to them.

This Block's Code (Editor View)

Lua

The Lua below is what the Code Editor generates for this block with sample settings. Adding cases, branches, actions or loops, or changing settings, extends the generated code accordingly. Study it to see what the block does under the hood, to learn Lua, or to copy and adapt it. Use the Copy button (top-right) to paste it into the Code Editor, or “Try in Editor →” to run it in the live editor.

local _trackTarget1 = nil
local _trackLost1 = 0
local _trackStarted1 = System.currentTime()
local _trackMaxDriftRef1 = 96.0
local _trackMaxDrift1 = (function() local _refLen = tonumber(_trackMaxDriftRef1) or 0; if _refLen ~= _refLen or _refLen == math.huge or _refLen == -math.huge then _refLen = 0 end; _refLen = math.max(0, _refLen); if _refLen == 0 then return 0 end; local _origin = Point(2, 2); local _unitX = Point(3, 2); local _unitY = Point(2, 3); local function _unresolved(_point) return type(_point) == "table" and _point.__mh_point_unresolved == true end; if _origin == nil or _unitX == nil or _unitY == nil or _unresolved(_origin) or _unresolved(_unitX) or _unresolved(_unitY) then error("Reference length mapping failed") end; local _scaleX = math.abs(_unitX:getX() - _origin:getX()); local _scaleY = math.abs(_unitY:getY() - _origin:getY()); return _refLen * math.max(_scaleX, _scaleY) end)()
local _trackLostLimit1 = 1
local _trackMarker1 = nil
local _trackLoop1 = true
while _trackLoop1 do
 Snap.screenRefresh()
 local _trackCurrent1 = nil
 local _trackBest1 = nil
 local _trackBestDistance1 = nil
 local _trackReg1_0 = Region(0, 0, 100, 100)
 local _trackList1_0 = _trackReg1_0:findMulti(Asset.image("btn_play"):mScore(0.8), {engine="balanced_image", sRate=10})
 local _trackIndex1_0 = 1
 while _trackIndex1_0 <= #_trackList1_0 do
  local _trackCandidate1_0 = _trackList1_0[_trackIndex1_0]
  local _trackPoint1_0 = _trackCandidate1_0 and _trackCandidate1_0:getPoint() or nil
  if _trackPoint1_0 ~= nil then
   if _trackTarget1 == nil then
    if _trackBest1 == nil then
     _trackBest1 = _trackCandidate1_0
    end
   else
    local _trackPrevPoint1 = _trackTarget1:getPoint()
    local _trackDx1 = _trackPoint1_0:getX() - _trackPrevPoint1:getX()
    local _trackDy1 = _trackPoint1_0:getY() - _trackPrevPoint1:getY()
    local _trackDistance1 = math.sqrt(_trackDx1 * _trackDx1 + _trackDy1 * _trackDy1)
    if _trackDistance1 <= _trackMaxDrift1 and (_trackBestDistance1 == nil or _trackDistance1 < _trackBestDistance1) then
     _trackBest1 = _trackCandidate1_0
     _trackBestDistance1 = _trackDistance1
    end
   end
  end
  _trackIndex1_0 = _trackIndex1_0 + 1
 end
 _trackCurrent1 = _trackBest1
 if _trackCurrent1 ~= nil then
  _trackTarget1 = _trackCurrent1
  _trackLost1 = 0
  _lastMatch = _trackCurrent1
  local _trackX1 = math.floor(_trackCurrent1:getX())
  local _trackY1 = math.floor(_trackCurrent1:getY())
  local _trackW1 = math.max(24, math.floor(_trackCurrent1:getW()))
  local _trackH1 = math.max(24, math.floor(_trackCurrent1:getH()))
  if _trackMarker1 == nil then
   _trackMarker1 = Hud(_trackX1 - _trackW1 / 2, _trackY1 - _trackH1 / 2, _trackW1, _trackH1, false)
   _trackMarker1:setText("")
   _trackMarker1:setBackgroundColor("#2200FF66")
   _trackMarker1:setStrokeColor("#00FF66")
   _trackMarker1:setStrokeWidth(3)
   _trackMarker1:show()
  else
   _trackMarker1:setX(_trackX1 - _trackW1 / 2)
   _trackMarker1:setY(_trackY1 - _trackH1 / 2)
   _trackMarker1:setW(_trackW1)
   _trackMarker1:setH(_trackH1)
  end
 else
  _trackLost1 = _trackLost1 + 1
  if _trackLost1 >= _trackLostLimit1 then
   _lastMatch = nil
   if _trackMarker1 ~= nil then
    _trackMarker1:dispose()
    _trackMarker1 = nil
   end
   _trackLoop1 = false
  end
 end
 if _trackLoop1 then wait(200) end
end
if _trackMarker1 ~= nil then
 _trackMarker1:dispose()
 _trackMarker1 = nil
end

Note: generated code can evolve across versions; helper names (e.g. _reg1, m1) and internal optimizations may change. The logic and the called APIs reflect the block’s behavior.

Block ↔ Lua Mapping →

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

OCR_VALUE writes the number it reads to its result variable (default ocr_val); TEXT writes the text it passed through its find/replace step to the Save Read Value variable (default ocr_val). In Match Variables, the score variable (0.0–1.0 confidence) and the X/Y/W/H variables carry the match confidence and position into later blocks: branch on the score with COMPARE, and in CLICK bind the coordinates to them with {x} or turn on Click on match. _lastMatch is the last match that Click on match uses; _lastOcrText is kept only for older CUSTOM_CODE scripts.

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, Description, Radio Group, Dropdown, Multi Select, Tab Group, Date Time, Number Range, Slider, Image Picker, Color Picker, File Picker, Recorder Picker, Tag, Signature, and Spacer. The buttons are designed too: the Positive button and Negative button tabs set each button’s text, background, and border color, corner radius, and minimum height next to a preview. Freer Setting.builder composition, multi-step wizard flows, and mixed HUD/dialog choreography still do not map 1:1 into the builder.

Coming soonv1.0.51Two more fields: Agent Detect references (agent_detect_editor) lets the user pick a saved reference set or add and edit references, and Save confirms the selection; Navigation setup editor (navigation_editor) edits a saved map, marker and route from the Dialog and returns the setup and route selection without moving the character.

Setting.builderDialogHudTextViewAgentDetectEditorNavigationEditor
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, query parameters (GET and DELETE), timeout, and a bounded retry. These blocks never throw; they write the status code (-1 on a network failure). Cookie handling, chained request objects, and lower-level client flows still need the code editor.

Request()Request.setCookieRequest.getCookiesCUSTOM_CODE
General programming surfaces stay code-first

The MAP, LIST, JSON_PARSE, REGEX_MATCH, and METRICS blocks cover the everyday cases: map actions, a static list, reading a value from a JSON path, regex match, find, replace, and split, and metrics actions. The rest of the Map, Array, JSON, Regex, and Metrics APIs (for example Array sort, filter, and map) is broader than the builder recipe model and stays on the CUSTOM_CODE and code editor side.

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

1

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

2

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.

3

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.

4

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.

5

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

1

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

2

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

3

Use network operations and error-prone steps inside TRY_CATCH.

4

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

5

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

6

Customize macros with Dialog block — different parameters each run.

7

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

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
1

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.

2

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.

AI assistant

Build a block chain with MH AI in natural language

Tell MH AI what you want in plain language; it proposes the right block sequence and lands it in the workspace after you approve. In the current release it works with cloud providers such as Gemini, Claude, and OpenAI; on-device local models are on the roadmap.

Learn more →