No-Code Workspace — Block Reference

Flow ControlBlock usage recipe

Try/Catch (TRY_CATCH)

Catches failing steps so the macro keeps running

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Try/Catch (TRY_CATCH) block card

Block Preview

Captured from the English Visual Builder block card with the Advanced/extra settings panel expanded.

English UI
Try/Catch (TRY_CATCH) advanced settings panel

What Does It Do?

The Try branch runs first; if an error occurs inside it, the branch stops there and the Catch branch runs. Without an error, Catch is skipped. Either way the macro continues after Try/Catch. The error message goes to the Error Variable (default errorMessage).

When to Use?

1

Steps that raise errors: Assert, Add Code runtime errors, Call Group and Run Macro with a missing target

2

Not needed: IMAGE, TEXT and COLOR searches raise no error, they go to FALSE

3

Not needed: HTTP blocks raise no error on a network failure; the result variable’s _code becomes -1, so check it with Compare or use the HTTP retry fields

4

Not needed: OCR_VALUE: read misses continue with default 0 instead of throwing; FOR_EACH: undefined lists skip the body instead of throwing

How to Use?

1

Set the Error Variable (default errorMessage); bound with the lightbulb, the message stays usable outside Catch

2

Add steps that can fail to Try, and recovery steps (LOG, SET_VARIABLE, a recovery group) to Catch

3

Advanced: Enable Retry with Backoff (the "Retry on error" checkbox) to run Try again before Catch

4

Set Max Attempts (1–100), Initial Delay (0–3,600,000 ms) and Backoff Multiplier (1–10)

5

Catch runs only after all retry attempts fail; with retry off it runs on the first error

Parameters

Error Variable

Variable that receives the error message (default errorMessage)

Retry with Backoff

The "Retry on error" checkbox; reruns Try a bounded number of times before Catch

Max Attempts

Total Try runs, 1–100

Initial Delay

Wait after the first failed attempt, 0–3,600,000 ms

Backoff Multiplier

Grows the delay after each failed attempt, 1–10

Example Usage

1

Try/Catch: "Retry on error" on, 3 attempts, 500 ms, multiplier 2

2

Try: HTTP_REQUEST (result http_result) → Assert http_result_code == 200, message "HTTP status {{ http_result_code }}"

3

Catch: LOG "Failed after three attempts: {{ errorMessage }}"

Combinations / Used With

1

TRY_CATCH retry with backoff + HTTP_REQUEST + ASSERT: HTTP raises no error, so assert the status code inside Try; a failed assert triggers the retry

2

TRY_CATCH + GROUP_CALL: catch an error raised in the called folder

3

GROUP (Infinite Loop) + TRY_CATCH: one failing pass does not end the loop

Tip

Catches failing steps so the macro keeps running

Warnings / Cautions

1

Keep retry attempts bounded; many attempts with a long delay make the macro look stuck

2

An empty Catch silently swallows the error

3

Blocks after the error in Try do not run on that attempt

4

BREAK, CONTINUE and RETURN inside Try still reach the surrounding loop or group

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

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

Basic

TRY_CATCH has two branches: "Try" and "Catch". Try runs first; if an error occurs inside it, the branch stops at that point and Catch runs. Without an error, Catch is skipped. Typical blocks that raise errors are ASSERT (when its condition fails), runtime errors in CUSTOM_CODE, and GROUP_CALL or RUN_MACRO with a missing target. HTTP blocks raise no error on a network failure; the result variable’s _code becomes -1. The caught message goes to the Error Variable (default errorMessage); bind it to a variable with the lightbulb to use it outside Catch.

Advanced

With "Retry on error" turned on in the advanced section, the Try branch runs again a bounded number of times before falling into Catch. Max attempts (default 3) is the total number of Try runs; Initial delay (ms) (default 500) is the wait after the first failed attempt; Backoff multiplier (default 2, at least 1) grows the delay after each failed attempt. Example: 3 attempts, 500 ms, multiplier 2 → waits 500 ms, then 1000 ms. With retry on, Catch runs only when every attempt has failed, not on the first error. Blocks AFTER the error in Try do not run on that failed attempt. An empty Catch silently swallows the error.

Pro

Think of TRY_CATCH as an isolation boundary: put only blocks that can really raise errors in Try. IMAGE and CLICK usually raise none (IMAGE goes to FALSE), and OCR_VALUE continues with default 0. Because an HTTP request raises no error, to retry on a network failure assert the status code with ASSERT right after the request inside Try; a failed assert triggers the retry. For simple cases the HTTP block’s own retry fields are simpler. Enable retry only for transient problems and keep attempts bounded. Do real recovery in Catch: LOG the error, SET_VARIABLE a safe default or call a recovery group.

Real-World Scenarios — Step-by-Step Recipes

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

HTTP request that checks the status code and retries
  1. 1Add TRY_CATCH, Error Variable = errorMessage
  2. 2Enable "Retry on error": Max attempts 3, Initial delay 500 ms, Backoff multiplier 2
  3. 3Try: HTTP_REQUEST (result variable http_result)
  4. 4Try: ASSERT http_result_code == 200, message "HTTP status {{ http_result_code }}"
  5. 5Catch: LOG "Failed after three attempts: {{ errorMessage }}"
Protect a long-running repeated workflow
  1. 1GROUP (Infinite Loop)
  2. 2TRY_CATCH (retry off)
  3. 3Try: the steps of the pass
  4. 4Catch: LOG "Turn error, continuing: {{ errorMessage }}"
  5. 5WAIT 1000 ms
  6. 6One pass’s error does not end the loop

Which Blocks to Pair With — Pro Combinations

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

+ HTTP_REQUEST + ASSERT

HTTP raises no error on a network failure; asserting the status code right after the request turns it into an error TRY_CATCH can catch, and the retry runs.

+ MATH_EVAL / CUSTOM_CODE

A misconfigured calculation or a Lua runtime error can stop the macro; wrap it in Try and fall back to a safe default in Catch.

+ LOG (inside Catch)

Records the errorMessage permanently; makes what happened visible instead of a silent empty Catch.

+ SET_VARIABLE (inside Catch)

Assigns a safe default so the flow can continue after the error (e.g. result = 0).

+ WHILE / GROUP

Wraps the loop body; one turn's error is absorbed by Catch without killing a long-running loop.

Common Mistakes and Fixes

Putting non-throwing blocks (CLICK, IMAGE, OCR_VALUE) in Try. Fix: IMAGE goes to its FALSE branch and OCR_VALUE continues with 0; handle those paths explicitly with COMPARE/ASSERT and reserve TRY_CATCH for blocks that actually throw.

Using high retry attempts/delay on a permanent error. Fix: enable retry only for transient errors; keep attempts and backoff bounded, otherwise the macro looks stuck.

Leaving Catch empty and silently swallowing the error. Fix: at least LOG the errorMessage or assign a safe default; an empty Catch hides the problem.

Assuming Catch runs on the first error while retry is on. Fix: with retry on, Catch runs only after all attempts are exhausted; design the flow accordingly.

Pro Tips

By default the Error Variable is available only inside Catch; to use the error outside, bind the field to a variable with the lightbulb.

Pick the backoff multiplier between 1.0 (constant delay) and 2.0 (exponential) per the job; for rate-limited APIs exponential backoff gives the server time to recover without hammering it.

TRY_CATCH can be nested but rarely needs to be; a single isolation boundary is usually more readable and easier to debug.

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 _ok1, _err1, _ret1 = pcall(function()
 wait(1)
 return nil
end)
if _ok1 and _err1 == "__VB_BREAK__" then
elseif _ok1 and _err1 == "__VB_CONTINUE__" then
elseif _ok1 and _err1 == "__VB_RETURN__" then
 return _ret1
elseif not _ok1 then
 local errorMessage = tostring(_err1)
 System.log("err")
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.

🔀Branch and Exit Rules

Define TRUE/FALSE, try/catch, and loop exit behavior before chaining more blocks.

📦Results and Scope

Keep it explicit where group, dialog, and loop variables are created and where they are consumed.

🛑Safety Bounds

Long flows become brittle quickly without timeouts, ASSERT blocks, BREAK logic, or explicit guards.

🧩Modularity

Moving repeated steps into GROUP and GROUP_CALL improves readability in larger projects.

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 →