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.
No-Code Workspace — Block Reference
Identifies and reacquires one target across multiple views
Documented for app version 1.0.50Updated:
Block Preview
Captured from the in-app Visual Builder block card in the English UI.

Combines multiple reference views of one target—such as front, side, near, or far—into a single profile. It selects the best view on live frames, publishes position, velocity, and state while the target moves, and attempts reacquisition after a brief loss. Besides classical image matchers it can use an identity profile taught on the device from live frames; it does not perform semantic person classification or true 3D reconstruction.
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
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.
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.
mScore, scale, and scan engine choices matter across themes, display sizes, and rendering differences. Smaller regions plus the right engine dramatically improve builder stability.
Use it when one template is not enough:
The same character appears at different angles or scales
A taught target must be distinguished among look-alikes
The target disappears briefly and returns
You need to click it, swipe toward it, or branch on moving/still state
Add "Visual Target"
Name the target profile
Add 1–32 reference views and give each a meaningful label
Restrict the search region; add an exclusion region when needed
Start with the Hybrid engine and calibrate acquire/retain thresholds
Tune max drift, lost-frame, movement, and still-frame limits to the target speed
Choose an output prefix; consume found/status/x/y/width/height/center/similarity/view/movement/velocity/lastSeen/lostFrames in later blocks
Put actions for an acquired target on TRUE and timeout or permanent-loss handling on FALSE
A profile name with 1–32 labelled reference views
Hybrid (default), Feature / ORB, Shape / Edge, Balanced Image, Smart Reference, Learned Identity, Learned + Image and Adaptive Identity Fusion
Teaches the learned engines from the live screen on the device: pick a tight crop around only the target and tap Teach Target; the profile stays on this device unless you share the macro privately, send it to another account, export it as ZIP or back it up to your Premium vault
Scores for acquiring a new target and retaining its identity
Per-frame movement radius, loss tolerance, and reacquisition
Movement threshold and frames required before declaring stillness
1–16 candidates per view and controlled slowdown while the target is still
Safe Lua variable prefix for the 15 target outputs
| Parameter | Description |
|---|---|
| Target Profile / Views | A profile name with 1–32 labelled reference views |
| Identity Engine | Hybrid (default), Feature / ORB, Shape / Edge, Balanced Image, Smart Reference, Learned Identity, Learned + Image and Adaptive Identity Fusion |
| Teach Target | Teaches the learned engines from the live screen on the device: pick a tight crop around only the target and tap Teach Target; the profile stays on this device unless you share the macro privately, send it to another account, export it as ZIP or back it up to your Premium vault |
| Acquire / Retain Threshold | Scores for acquiring a new target and retaining its identity |
| Drift / Lost / Reacquire | Per-frame movement radius, loss tolerance, and reacquisition |
| Movement / Stillness | Movement threshold and frames required before declaring stillness |
| Candidates / Adaptive Scan | 1–16 candidates per view and controlled slowdown while the target is still |
| Output Prefix | Safe Lua variable prefix for the 15 target outputs |
Example: find a character across viewpoints and steer toward it
Add front, left, right, near, and far views
Restrict the region to the play area and exclude static HUD chrome
Acquire = 0.82, retain = 0.72, reacquire = on
COMPARE visual_target_center_x with the screen centre
SWIPE LEFT when left and SWIPE RIGHT when right
CLICK the target centre after visual_target_height crosses the near-distance threshold
VISUAL_TARGET + COMPARE: decide from score, position, size, and state
VISUAL_TARGET + CLICK: tap the acquired target
VISUAL_TARGET + SWIPE: steer toward the target
VISUAL_TARGET + WAIT/LOG: observe loss and reacquisition
VISUAL_TARGET + SET_VARIABLE: persist the last observed target state
Identifies and reacquires one target across multiple views
WARNING:
Each view must be a tightly cropped, clean image of the real target
A wide region, many views, and high Hz increase CPU and battery cost
Low thresholds can switch identity among close look-alikes
Too-small maxDrift loses fast targets; too-large maxDrift can jump to a neighbour
This release is multi-view visual matching, not biometric recognition, real depth, or semantic 3D understanding
The same block at three levels: a quick start, the real options, and professional techniques.
VISUAL_TARGET searches for different angles, scales, or appearances of one target under a single profile. For the simplest reliable setup, add front, side, and far views as separate templates, narrow the search region, use the hybrid engine, and CLICK the acquired centre. The block distinguishes first acquisition, live tracking, brief loss, and reacquisition.
The acquire threshold accepts a new identity, while the retain threshold keeps an already acquired identity; do not set retain above acquire. maxDriftPx is the radius the target may move between scans. lostFrameLimit tolerates brief occlusion; when reacquire is enabled, every view is searched again after a persistent loss. maxCandidatesPerView is a performance ceiling. An exclusion region prevents static HUD chrome or a similar decoration from becoming a candidate. adaptiveScan moderately increases the interval while the target is still to reduce CPU and battery use. The Identity Engine has eight options: Hybrid (default), Feature / ORB, Shape / Edge, Balanced Image, Smart Reference (scores pixel, colour-layout, tone, edge and full-palette evidence of the reference in each candidate), Learned Identity (a profile taught on the device from the live screen), Learned + Image (the learned profile plus your authored views) and Adaptive Identity Fusion (combines learned identity with the other evidence; a new target needs agreement from at least two independent engines).
For professional calibration, begin with a low-cost region and 3–5 distinctive views. Give each view a meaningful label such as front/left/near; this is not a search keyword, it names the winning template in visual_target_view and may be supplied at runtime through a variable/Dialog bulb. Match Score Test evaluates every view and the selected engine instead of only the first image. Measure visual_target_similarity on the real target and look-alikes, then place the acquire threshold between the two clusters. visual_target_velocity_x/y describes screen motion and width/height approximates on-screen proximity, not real 3D distance. x/y is the top-left bound; center_x/center_y is the action centre. The code editor exposes the same engine through VisualTarget.profile/refresh/step/snapshot/reset/click/swipeToward.
Small, reproducible examples that combine several blocks — build them straight into your own macro.
This block is useful on its own — but it shines when paired with the right partners.
Gate status, similarity, centre, and size together to avoid acting on a wrong target.
Use the live centre and velocity outputs to tap the current position or steer toward it.
Measure loss, reacquisition, and score distributions, then calibrate thresholds from data.
Adding the same animation frame under many view names adds no diversity. Fix: teach genuinely different angles, scales, or appearances with clean crops.
Using only Feature / ORB for tiny or distant character crops can yield zero keypoints and a complete miss. Fix: begin with Hybrid, use sufficiently large sharp crops that distinguish the target from its surroundings, and validate every view with Match Score Test.
A short scan window such as 500 ms can end a multi-view block before all template and engine attempts complete. Fix: start with at least max(1000 ms, view count × 250 ms), then reduce it only after measurement on the target device.
Scanning full screen at high Hz with 32 views adds needless cost. Fix: narrow the region, start with 3–5 views, and raise the candidate limit only after measurement.
Treating on-screen size as real 3D distance is incorrect. Fix: use width/height only as a calibrated proximity indicator under the same game/camera conditions.
Teaching while the target stands still: too few different views are captured and teaching fails. Fix: move, turn or animate the target while it teaches, and keep the screen rotation unchanged.
When identity jumps to a look-alike, add a distinctive side/back view and exclude the static look-alike area before merely raising the acquire threshold.
Choose the output prefix from the target name (for example, boss) so multiple VISUAL_TARGET blocks never collide.
Coming soonv1.0.51Add several exclusions to the search region with "+ Exclude Region"; excluding the fixed HUD and look-alike decorations separately reduces identity jumps.
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 visual_target_found = nil
local visual_target_status = nil
local visual_target_x = nil
local visual_target_y = nil
local visual_target_width = nil
local visual_target_height = nil
local visual_target_center_x = nil
local visual_target_center_y = nil
local visual_target_similarity = nil
local visual_target_view = nil
local visual_target_engine = nil
local visual_target_moving = nil
local visual_target_velocity_x = nil
local visual_target_velocity_y = nil
local visual_target_last_seen_ms = nil
local visual_target_lost_frames = nil
local visual_target_consensus_votes = nil
local visual_target_consensus_engines = nil
local visual_target_error = nil
local visual_target_pixel_score = nil
local visual_target_color_score = nil
local visual_target_tone_score = nil
local visual_target_edge_score = nil
local visual_target_palette_score = nil
local _vtAcquire1 = 0.82
local _vtRetain1 = math.min(_vtAcquire1, 0.72)
local _vtViews1 = {
{ name = tostring("front"), template = Asset.image("btn_play"):mScore(_vtAcquire1) },
{ name = tostring("side"), template = Asset.image("btn_play_side"):mScore(_vtAcquire1) },
}
__mh_visual_target_profiles = __mh_visual_target_profiles or {}
local _vtProfileKey1 = "00000000-0000-4000-8000-000000000001"
local _vtProfile1 = VisualTarget.refresh(__mh_visual_target_profiles[_vtProfileKey1], "guard", _vtViews1, {
engine = "hybrid",
stateKey = "",
acquireThreshold = _vtAcquire1,
retainThreshold = _vtRetain1,
maxDriftPx = (function() local _refLen = tonumber(160.0) 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)(),
lostFrameLimit = 4,
reacquire = true,
movementThresholdPx = (function() local _refLen = tonumber(4.0) 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)(),
stillFrameLimit = 3,
adaptiveScan = true,
maxCandidatesPerView = 8,
})
__mh_visual_target_profiles[_vtProfileKey1] = _vtProfile1
local _vtRegions1 = {
{ region = Region(0, 0, 540, 960) },
}
local _vtStarted1 = System.currentTime()
local _vtTimeout1 = 5000
local _vtScanRate1 = 8
local _vtInterval1 = math.max(1, math.floor(1000 / _vtScanRate1))
local _vtDone1 = false
while not _vtDone1 do
Snap.screenRefresh()
local _vt1 = VisualTarget.step(_vtProfile1, _vtRegions1)
visual_target_found = _vt1.found == true
visual_target_status = _vt1.status or "searching"
visual_target_x = _vt1.x or 0
visual_target_y = _vt1.y or 0
visual_target_width = _vt1.w or 0
visual_target_height = _vt1.h or 0
visual_target_center_x = _vt1.centerX or 0
visual_target_center_y = _vt1.centerY or 0
visual_target_similarity = _vt1.score or 0
visual_target_view = _vt1.viewName or ""
visual_target_engine = _vt1.engine or ""
visual_target_moving = _vt1.moving == true
visual_target_velocity_x = _vt1.velocityX or 0
visual_target_velocity_y = _vt1.velocityY or 0
visual_target_last_seen_ms = _vt1.lastSeenMs or 0
visual_target_lost_frames = _vt1.lostFrames or 0
visual_target_consensus_votes = _vt1.consensusVotes or 0
visual_target_consensus_engines = _vt1.consensusEngines or ""
visual_target_error = _vt1.error or ""
visual_target_pixel_score = _vt1.pixelScore or 0
visual_target_color_score = _vt1.colorScore or 0
visual_target_tone_score = _vt1.toneScore or 0
visual_target_edge_score = _vt1.edgeScore or 0
visual_target_palette_score = _vt1.paletteScore or 0
if _vt1.found then
_lastMatch = _vt1.match
elseif _vt1.status == "lost" then
_lastMatch = nil
elseif _vt1.status == "error" then
_lastMatch = nil
System.log("Visual Target scan error: " .. tostring(_vt1.error or "unknown"))
_vtDone1 = true
end
if _vtTimeout1 == 0 then
_vtDone1 = true
elseif System.currentTime() - _vtStarted1 >= _vtTimeout1 then
visual_target_status = "timeout"
_vtDone1 = true
end
if not _vtDone1 then wait((_vt1.status == "still" and math.min(1000, _vtInterval1 * 2) or _vtInterval1)) end
endNote: 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.
The guidance below is not identical for every block. It summarizes the professional controls that most often repeat in the selected block family.
Keep the search close to the target. Smaller regions are faster and more stable.
Exclude static noise, badges, animations, or reflective areas to reduce false matches.
Timeout and scan rate define whether the block acts as a single check or controlled polling step.
mScore, scale, and engine choice must be tuned together for theme, resolution, and rendering differences.
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.
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.releaseAfterThe 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.builderDialogHudTextViewAgentDetectEditorNavigationEditorHTTP_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_CODEThe 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.
MapArrayJSONRegexMetricsRuntime 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_CODEEach 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.
Variables defined with SET_VARIABLE are accessible throughout the macro (global scope). All blocks can read/write the same variable.
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.
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.
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.
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.
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.
{{ expression }}Skor: {{ score + 1 }} → "Skor: " .. tostring(score + 1){{ name }} kazandı! → tostring(name) .. " kazandı!"X:{{ x }} Y:{{ y }} → "X:" .. tostring(x) .. " Y:" .. tostring(y)Expressions are checked by the sandbox policy. Security-sensitive calls like loadstring, require, debug are automatically blocked.
Keep scan regions as small as possible — improves speed, reduces false matches.
Always add an exit condition when using infinite loops (BREAK, timeout, or conditional exit).
Use network operations and error-prone steps inside TRY_CATCH.
If you need global error handling, use the Error Handler (ERROR_HANDLER) block as a singleton in the project.
Small coordinate offsets (CLICK/SWIPE) improve tap accuracy across different DPI and screen scales.
Customize macros with Dialog block — different parameters each run.
Define repeating steps once with GROUP_CALL, call from many places.
Cross-macro local library
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_FILEWhen 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.
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.
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.
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.
AI assistant
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.