Mestrio Studio Help
This is the single English Help document for the application. It is intended to be published as one web page: the in-app Help page loads that one address, while this document's index lets readers jump to an individual guide.
Use the in-app Open in browser button if you want to use browser translation, accessibility, or reader tools.
Contents
- Getting started
- Sources
- Output
- Connections
- Resources and data
- Settings and maintenance
- Troubleshooting
Getting started
Quick start
What this guide covers
This guide creates a simple production: one project, one scene, one source, and either a recording or a live output. Start here before adding more devices or effects.
Before you start
- Charge the device or connect reliable power.
- Make sure there is free storage for a test recording.
- Allow camera or microphone access only if the source you choose needs it.
Steps
- In Studio, create a project and give it a recognizable name.
- Open the project and create or select a scene.
- Add one source, such as a camera, media file, image, or screen capture.
- Select the source in the scene and arrange its position and size on the canvas.
- Open the project output settings. Choose recording first when you are testing a new setup.
- Start a short test, check picture and sound, then stop it and open the saved file.
- Configure a live destination only after the local test is successful.
Important notes
- A project holds reusable source configuration; a scene controls a particular layout.
- Start simple. Add one source at a time so that failures are easy to isolate.
- Check the preview before starting an output, but remember that a preview does not guarantee network or destination access.
Projects and scenes
What this feature is
A project is one self-contained production. It stores the show structure and production-level settings: scene collections, scenes, the shared source pool, canvas settings, output settings, configured destinations, and project resources or references.
A scene is a reusable composition inside the project: for example, an opening title, a full-camera shot, a screen demonstration, a picture-in-picture interview, or a break screen. A scene does not own every source it shows. Instead, it contains scene items that reference sources from the project's shared pool.
This distinction lets the same camera, media player, or network feed appear in multiple places without reopening the capture device or recreating its configuration. It also makes it possible to change layouts safely while a production is in progress.
What projects and scenes are for
Use projects and scenes to:
- keep each show, client, event, or output format independent;
- prepare alternate visual states before they are shown to an audience;
- reuse a source across several scenes while keeping each scene's layout independent;
- store multiple layouts for the same scene, such as full-screen, picture-in-picture, or split-screen;
- group related scenes into scene collections and use scene transitions between them;
- keep the canvas, output, destination, and source configuration together for export, backup, or handoff.
The structure at a glance
Project
├── Shared source pool
│ └── Source (camera, media, browser, audio, network feed, and so on)
├── Scene collection
│ ├── Scene
│ │ ├── Scene item / source reference
│ │ ├── Groups
│ │ └── Layouts
│ └── Scene
└── Canvas, output, destinations, and other project settings
- A source owns its capture, playback, address, media selection, and other source-level configuration.
- A scene item is one appearance of that source in a scene. It owns the item's display name, position, scale, crop, rotation, flip, opacity, blend mode, visibility, layer order, and item-level video filters.
- A layout is an alternate arrangement of the same scene items. Switching layouts changes the scene composition without creating new sources.
- A group is a scene-level container for scene items. It can be moved, hidden, ordered, and filtered as one unit.
- A scene collection organizes scenes. Sources remain in the project-wide pool, so an existing source can be linked from scenes in different collections.
Create and organize a production
- In Studio, create a project and give it a clear name for the show or purpose.
- In the project settings, choose the canvas and output settings appropriate for the final production.
- Create a scene collection when you need a distinct set of scenes, such as a separate show format or a set of alternate layouts.
- Add scenes for the program states you expect to use. Name them by purpose, such as
Opening,Camera,Demo, orBreak. - Add a layout inside a scene when the same set of scene items needs more than one arrangement, such as full-screen and picture-in-picture.
- Add and arrange sources in one scene, then link existing sources into other scenes where they should be reused.
- Test every scene, layout, filter, and transition before recording or streaming.
Studio Mode: prepare before going on air
Studio Mode separates the scene being prepared from the scene being sent to recording and streaming.
- Program (On air) is the scene currently used for stream and record output.
- Preview (Edit) is the scene you are preparing. You can select it, arrange sources, choose a layout, and make normal scene edits without changing the Program scene.
- Use Transition to take the Preview scene to Program. The selected transition controls how that switch appears.
- A quick Cut to air changes Program immediately while leaving Preview where it is.
- The monitor can show Program, Preview, or a split Program/Preview view. Even when the monitor shows Preview, stream and recording remain on Program until you take the Preview scene live.
When Studio Mode is off, the selected scene is Program. Changes to its visible layout are therefore changes to the on-air scene. Use Studio Mode for an important production when you need to prepare the next scene without exposing unfinished work.
How to use Studio Mode
- Turn on Studio Mode from the Studio controls or settings.
- Confirm the labels: On air is Program; Preview (edit) is the scene you are working on.
- Select a Preview scene and arrange its sources, groups, and layout. These edits are saved to that Preview scene but are not shown by Program yet.
- Use the monitor toggle or split view to compare Preview with Program.
- Choose the desired transition settings, then use Transition when the Preview scene is ready.
- Confirm that Program changed as expected before preparing the next Preview scene.
When Preview and Program are different, Preview is a separate live visual path and its audio is not added to the Program mix. This avoids preview-only audio being sent to the audience before the scene is taken live.
Transition rules
Scene transitions control the change from one Program scene to another. They do not change the saved layout of either scene.
- Configure a default transition for the scene collection when most scene changes should behave the same way.
- Configure a scene-pair transition when a particular source scene and destination scene need an override.
- Supported transition choices can include Cut, Fade, Stinger, and configured graphics or shader-based transitions. Some effects require a selected resource or additional parameters.
- Preview a transition before a live event, especially when it uses media, a mask, a texture, or custom settings.
- A transition changes only which scene is on air. Editing a Preview scene already saves its layout; taking it live does not copy or merge its layout into another scene.
Source sharing rules
The project uses a shared source pool. New sources are created once in that pool, and scenes hold references to them.
Use Add existing when you want another appearance of the same source. You may link a source in several scenes and, when useful, more than once in one scene. Each scene item has its own layout and item-level settings, but all linked items still use the same underlying source.
Changes that apply to every reference include most source-level settings, such as the selected capture device, media file, network address, browser content, playback configuration, source-level video filters, and audio filters. This is intentional: one source represents one shared configuration and normally one shared capture or playback session.
Changes that remain local to a scene item include its position, size, crop, rotation, flip, opacity, blend mode, visibility, layer order, and item-level video filters. One shared camera can therefore be full-screen in one scene and cropped into picture-in-picture in another.
Use Duplicate as new source when you need independent source-level configuration. For example, duplicate a media source when the new item needs a different file or playback behavior; do not duplicate merely to give the same camera a different position. Some source types have a per-project instance limit, so linking an existing source is also the safer choice for hardware capture and resource-intensive sources.
Removing a scene item removes only that reference. Other scene items that reference the same source are unaffected. If the removed item was the last reference anywhere in the project, the unused source definition is removed from the project pool as well.
Filter rules and order
Filters can apply at four different levels. Choose the narrowest level that produces the result you need:
- Source-level filters apply to the source before every scene item that references it. They are shared globally in the project.
- Item-level filters apply only to one scene item after its source-level filters. They are the correct choice when the same source needs a different visual treatment in one scene.
- Group filters apply after the group's child items have been composited together. Use them to affect a complete group rather than setting the same filter on each child.
- Scene filters apply to the finished scene composition, after its visible items and groups have been composited. Use them for a final scene-wide treatment.
Video-filter order is therefore: source → scene item → group → scene. Audio filters are always source-level and shared by every reference of that source; they cannot be made item-specific.
The filter editor works with a draft. Use its preview to evaluate changes, then tap Confirm to apply them to the active production. Canceling or closing without confirmation discards the draft. Before confirming a source-level filter, check the shared-source notice: the change can affect every scene that uses that source.
Groups, order, and nested scenes
- Put related scene items into a group when they should move, hide, order, or receive a visual filter together. The group does not duplicate its child sources.
- Items or groups with a higher layer order appear in front of lower ones. Keep titles, captions, and critical overlays above backgrounds.
- Use Scene as a source when a scene needs to be composed inside another scene. The selectable target is kept within the same scene collection, and circular nesting is not permitted.
- Use a saved layout rather than rebuilding the same source list when you only need a different arrangement of the same scene items.
Recommended workflow
- Plan the Program states first: the scenes an audience will actually see.
- Add one source at a time, confirm its runtime status and audio, and then reuse it through Add existing.
- Use layouts for alternate arrangements, groups for related visual elements, and scene collections for larger show organization.
- Keep global source settings and source-level filters stable during a live production; make presentation changes through the scene item, group, or Preview scene instead.
- Turn on Studio Mode, prepare in Preview, verify Program, then transition deliberately.
- If a source shows an error, isolate it with a short local recording or a simple test scene before changing several settings at once.
Important notes
- A project export primarily preserves configuration. Local media, external devices, downloaded models, credentials, and hardware-specific settings may need to be restored or configured again on another device.
- Renaming and organizing sources early makes shared references much easier to understand later.
- Hiding a visual scene item does not automatically mean that a source is removed or that its audio behavior changed. Check the source, item, and mixer state when diagnosing unexpected sound.
- Before deleting a source reference, read the confirmation message. It tells you whether the source is still used by other scenes or will be removed as the final reference.
Sources
Source overview
Purpose
Sources are the building blocks of a scene. They can provide a camera image, a screen, local media, a web page, network media, audio, or a generated visual layer.
Add a source
- Open a project and select a scene.
- Use the add-source control.
- Choose a source type and complete any required file picker, device picker, or Android permission prompt.
- Configure the source, then position it on the canvas.
Source order and visibility
Sources higher in the visual order can cover sources below them. Use visibility to temporarily hide a visual source without immediately removing its configuration. A source may still need to remain active for audio or shared-scene behavior, depending on its type and settings.
Reuse versus duplicate
Use an existing source again when multiple scenes should share the same device or media configuration. Duplicate a source when the new version must have independent settings, media, or filters.
Important notes
- Some capture types need an Android permission at the time they start.
- A device can be unavailable because another app, another source, or the operating system already owns it.
- Add and test one source at a time when diagnosing a production problem.
Camera source
Purpose
Use a camera source to add the device camera to a scene for face-to-camera, product, or environment shots.
Before you start
- Allow the Camera permission when Android asks.
- Close other apps that may be using the same camera.
- Clean the lens and stabilize the device before an important session.
Steps
- Add a Camera source to the selected scene.
- Choose the available camera direction or device option.
- Confirm the preview and adjust the source layout on the canvas.
- Test the image while the project is in the same orientation you will use for output.
Important notes
- A camera source is video only. Add an audio input source separately when you need microphone sound.
- Multiple scenes can reference the same camera source. This is usually preferable to opening duplicate camera sessions.
- Rotation, available resolutions, and frame rates depend on the device camera and Android implementation.
- Heat, low battery, or another app using the camera can interrupt capture.
If the camera is unavailable
Check the Camera permission, close competing apps, reconnect to the project, and restart the source. If the issue persists, restart the app or the device.
Screen and app capture
Purpose
Screen capture shares what Android allows you to select. On supported Android versions, an app-window capture option may be available in addition to full-screen capture.
Steps
- Add a screen or app capture source.
- Accept Android's capture prompt and select the offered target.
- Return to Mestrio Studio and verify the preview.
- Crop or position the source in the scene only after the capture image is available.
Important notes
- Android controls the capture permission. It may ask again for a new session, target, or after an interruption.
- Capture only material that you are permitted to show. Notifications, passwords, private messages, and other apps may be visible.
- System audio capture is separate from screen video. Add and configure an audio source when it is required and supported.
- Some protected content, system surfaces, and applications may show a blank image or may not be capturable.
If capture stops
Check whether Android ended the projection session, whether the selected app changed, and whether the source shows an error state. Start a new capture session instead of assuming an old permission is still valid.
External capture
Purpose
Use an external capture source for compatible USB video devices, UVC cameras, or supported HDMI capture hardware.
Before you start
- Connect the hardware before opening its source settings.
- Use a suitable cable, adapter, and power source.
- Confirm that the device is supported by Android and exposes a usable video profile.
Steps
- Connect the capture device.
- Add an external capture source and accept the Android USB permission prompt.
- Select the device and an available video profile.
- Confirm the preview, then adjust its canvas layout.
- Add a separate audio source if the capture workflow requires audio and the device exposes it separately.
Important notes
- Video and audio may be independent. A visible capture device does not guarantee an audio input.
- High-power cameras can disconnect when the phone or adapter cannot supply enough power. Use powered hardware when needed.
- Do not unplug a device during a critical output. Reconnecting may require selecting it again.
- Resolution and frame-rate options are limited by the external device, cable, adapter, and Android USB host support.
Audio input
Purpose
Use an audio input source for microphone sound and, where Android permits it, captured system audio.
Steps
- Add a microphone or system-audio source.
- Accept the required Android permission or projection prompt.
- Choose the available input device when the source offers a device selector.
- Check the audio meter or monitoring path before recording or streaming.
- Set levels conservatively, then test a short recording with headphones.
Important notes
- Microphone and system audio can be restricted by Android, device policy, another app, or the selected capture mode.
- Avoid playing monitoring sound through a speaker near the microphone; this commonly causes echo or feedback.
- The application may limit some capture types to one active instance so that device ownership remains predictable.
- Use headphones for monitoring when possible and leave headroom to avoid clipping.
If audio is missing
Check permission, the selected input device, source mute or visibility settings, system volume, and whether another app is using the microphone.
Media and playlists
Purpose
Media sources play local audio or video files. A playlist lets you use an ordered queue of compatible media files in one source.
Steps
- Add a media or playlist source.
- Choose one or more files through the Android file picker.
- Configure playback behavior, such as looping or the action after an item ends.
- Arrange the visual source on the canvas and test its audio level.
Important notes
- Keep the selected files in a location that remains available to the app. Moving, deleting, or revoking access to a file can break playback.
- Mixed formats, resolutions, frame rates, and audio levels can produce visible or audible changes between playlist entries.
- A media source may keep playing when hidden, depending on its configured behavior. Test the intended scene and visibility workflow.
- Do not rely on a last-minute file download or removable storage without a full rehearsal.
Images and graphics
Purpose
Use image and graphic sources for logos, title cards, slideshows, text, color backgrounds, QR overlays, and other non-camera visual layers.
Steps
- Add the appropriate image, slideshow, text, color, or overlay source.
- Select local assets or enter the content requested by that source.
- Position, resize, and order the source on the canvas.
- Preview the scene at its intended output resolution.
Important notes
- Use source files with enough resolution for the final output. Enlarging a small image reduces clarity.
- Transparent images require an alpha-capable format and should be tested against the actual background.
- Keep brand assets and overlays in stable local folders. Changing or deleting an asset can make the source unavailable.
- Text and graphic overlays may cover controls, captions, or other sources when their layer order is too high.
Good practice
Keep frequently reused logos, images, and templates in the resource library, and give source names that identify their on-screen purpose.
Browser source
Purpose
A browser source displays a web page or web-based overlay inside a scene. It is useful for dashboards, remote overlays, web widgets, or presentation pages.
Steps
- Add a browser source.
- Enter the complete address of the page you control or trust.
- Wait for the page to load, then arrange it on the canvas.
- Test the page on the same network and with the same output duration you expect to use.
Important notes
- A browser source connects directly to the address you enter. The remote site can receive network information and may change independently of the app.
- Avoid entering credentials, private links, or sensitive data into an untrusted web page.
- Complex animation, video, advertisements, or continuously updating pages can increase CPU, memory, battery, and network use.
- A page that works in a normal browser can still depend on cookies, permissions, login state, or unsupported features.
If the page is blank or slow
Check the address, network connection, page availability, and whether the site requires an interactive login. Try a simpler page before assuming the scene configuration is at fault.
Network media
Purpose
A network media source receives media from an address that you configure. It can be used for compatible remote cameras, media servers, or other live network feeds.
Steps
- Obtain the complete media address and any required credentials from the service owner.
- Add a network media source and enter the address carefully.
- Wait for the source to prepare, then verify video and audio in the preview.
- Add the source to the final scene only after it remains stable for a test period.
Important notes
- Latency, buffering, and supported formats depend on the sender, protocol, network, and device capability.
- Do not put passwords or long-lived credentials in shared screenshots, exported projects, or support messages.
- Network sources can fail when the sender stops, the address changes, the connection is blocked, or the encoding is unsupported.
- Use reliable Wi-Fi or a suitable wired network path where possible.
If the source cannot connect
Verify the address, credentials, sender status, network reachability, and firewall or router rules. Test the address in a controlled environment before a live session.
Local network media
Purpose
Use this source type to discover or receive compatible live media on the same local network, such as a feed supplied by another device or production system.
Before you start
- Connect the phone and sender to the same network segment.
- Allow local-network access when Android asks.
- Confirm that the network does not isolate wireless clients or block discovery traffic.
Steps
- Open the local network media source settings.
- Start discovery, or enter the sender details manually when discovery is unavailable.
- Choose the intended feed and wait for it to prepare.
- Verify picture, sound, and delay before using the feed in an output scene.
Important notes
- Discovery is not a guarantee of connection. A feed can be visible but unavailable because of routing, firewall, format, or sender-side changes.
- Multicast and broadcast traffic are often blocked by guest networks, mobile hotspots, or client-isolation settings.
- Network quality affects stability. Prefer a dedicated production network when practical.
Drawing source
Purpose
The drawing source adds live annotations to a canvas. Use it for telestration, highlights, signatures, teaching, or explaining a visual element during a production.
Steps
- Add a drawing source to the scene.
- Open its editing controls and choose a pen, size, and color.
- Draw on the canvas while checking the final composition.
- Clear or edit marks when the current explanation is complete.
Important notes
- Use contrasting colors that remain readable over the current background.
- Keep annotation strokes away from key captions, faces, or interactive controls.
- Drawing is part of the scene composition. Confirm whether you are editing the correct scene before marking it.
- Test touch accuracy and rotation in the orientation you will use for output.
Good practice
Prepare a clean scene and a separate annotated scene when you need to switch quickly between an unmarked image and an explanation layer.
Duix source
Purpose
A Duix source uses a compatible local model to create an AI-avatar visual source in a project.
Before you start
- Download or import a compatible model from a link you trust.
- Make sure the device has sufficient free storage, memory, and thermal headroom.
- Keep the project limited to one Duix source.
Steps
- Open Resources and add or download a model.
- Wait for the download or import to finish before selecting it in a project.
- Add a Duix source and select the installed model.
- Test the source in preview before recording or streaming.
Important notes
- Switching models can require substantial memory and graphics resources. Stop unnecessary sources before changing a model.
- Do not delete or move a model that is assigned to an active project.
- Model downloads connect directly to the URL you choose. Confirm the provider and file size before starting.
- Device performance, heat, and model complexity can affect frame stability.
If the source fails
Confirm that the model completed installation, is still available locally, and that another Duix source is not already active in the project.
Output
Live streaming
Purpose
Live streaming sends the finished program to a destination that you configure. The destination may be linked through an authorization flow or configured manually with its server details and credentials.
Before you start
- Verify that you have permission to stream to the destination.
- Confirm the title, privacy, audience, and content rules required by that service.
- Test the network and use a stable power source.
Steps
- Open the project output settings.
- Add, authorize, or select a streaming destination.
- Check resolution, frame rate, encoder, bitrate, and audio configuration.
- Verify the preview and source states.
- Start streaming and monitor the application status and the destination dashboard.
- Stop the stream from the app when the session is complete.
Important notes
- A valid account link is not the same as a valid output destination. Confirm that at least one usable destination is enabled for the project.
- Keep stream keys and authorization tokens private. Replace them promptly if you think they were exposed.
- Start with conservative settings when network quality or device performance is unknown.
- Streaming content goes directly from your device to the destination you choose.
Recording
Purpose
Recording saves the finished program locally so that you can review, edit, share, or archive it later.
Steps
- Open project output settings and choose recording.
- Confirm the recording format, quality, and save location behavior offered by the app.
- Check available storage and make a short test recording.
- Start recording only after the preview and audio are correct.
- Stop recording normally and wait for the file to finish closing before leaving the project.
Important notes
- Recording length, quality, and source complexity can consume storage quickly.
- Do not force-close the app or remove storage while recording. The file may be incomplete or unavailable.
- Save and back up important recordings before clearing app data or uninstalling the app.
- A local recording does not automatically create a cloud backup or publish the content.
If a recording is missing
Check the configured save location, free storage, Android media permissions, and whether the recording was stopped normally. Review the recording list or Android file manager before starting another long session.
Connections
Connections and authorization
Purpose
Connections let the app work with a third-party streaming or account service. Depending on the service, you may complete a browser authorization flow or enter a server address and stream key manually.
Authorized connection
- Start the connection flow from the project or platform settings.
- Complete sign-in and consent in the third-party page.
- Return to the app and verify that the connection shows as linked.
- Select or enable the destination required by the project.
Manual connection
- Obtain the destination address and stream key from the service owner.
- Enter both values carefully in the destination settings.
- Test with a private or low-risk session before a production event.
Important notes
- Authorization, account rules, privacy settings, and stream availability are controlled by the third-party service.
- Treat tokens, stream keys, and connection URLs as credentials. Do not put them in screenshots, exported archives, or public support messages.
- You can disconnect a linked account in the app and revoke access from that service's account-security settings.
- Linking an account does not create an app cloud account or send project data or live media to an app server. Some providers may require a stateless authorization relay for token exchange or refresh.
Resources and data
Resources, models, and downloads
Purpose
Resources are reusable local assets that can be added to projects. They can include media, images, graphics, and supported model files.
Managing resources
- Open the Resources area.
- Import a local asset or add a model from a trusted download link.
- Wait for the operation to complete before adding the resource to a project.
- Use the resource in an appropriate source type.
Important notes
- Keep resources in stable local locations. Moving or deleting a referenced file can make a source unavailable.
- Verify the provider, address, file type, and file size before downloading a model.
- Downloads are requested directly from the link you choose. The external provider controls availability and its own data practices.
- Do not remove a resource that is still used by a project. Update or remove the source reference first.
Good practice
Use clear filenames, remove obsolete downloads, and keep enough free storage before importing large media or model files.
Project import and export
Purpose
Export creates a portable project archive for backup, transfer, or reuse. Import reads an archive and restores supported project configuration on the current device.
Export a project
- Open the project menu and choose export.
- Review the archive name, destination, and any password options.
- Keep a record of the exported file location and password when you use one.
- Wait for the completion dialog before sharing or moving the archive.
Import a project
- Choose import and select a compatible archive through the Android file picker.
- Enter the archive password when required.
- Review the import result and resolve any missing local resources.
Important notes
- An archive primarily moves configuration. Local media, external devices, downloads, credentials, and hardware-specific settings may not be included or restored.
- Stream destinations and secrets should not be assumed to transfer. Configure sensitive credentials again on the destination device when needed.
- Store passwords separately from public archives. Anyone with both an archive and its password may be able to read its protected configuration.
- Keep the original project until the imported project has been checked in preview.
Settings and maintenance
Storage, permissions, and privacy
Purpose
This section explains device storage, Android permissions, and local data controls used by the app.
Storage
Projects, settings, caches, recordings, exports, and downloads are stored on the device or a location you choose. Check free space before recording, exporting, or downloading a large model. Clearing app data or uninstalling the app can remove internal project data.
Permissions
The app requests access only when a selected feature needs it:
- Camera for camera sources.
- Microphone for microphone input.
- Screen capture for sharing a screen or supported app window.
- USB access for a connected external device.
- Local network access for compatible local network media features.
You can review many permissions in Android Settings. USB and screen capture are confirmed by Android when the relevant feature starts.
Privacy notes
The app does not operate a server for uploading user projects or captured content. When you actively stream, load a web source, use network media, or download a model, your device connects to the service or address you choose. Some account providers require a minimal, stateless authorization relay for OAuth token exchange, refresh, or revocation; it does not receive projects or live audio/video.
For the full policy, open Privacy policy from the My page.
Performance and compatibility
Purpose
Live production depends on the device, Android version, available memory, graphics capability, thermal state, storage speed, connected equipment, and network conditions.
Improve stability
- Start with a moderate resolution, frame rate, and bitrate.
- Use fewer simultaneous video, browser, network, and AI-model sources.
- Reduce filters, complex web animation, and high-resolution layers when preview becomes slow.
- Keep the device cool, charged, and out of direct heat.
- Test the full source combination before a live event.
Compatibility notes
- External camera and capture support depends on the device, adapter, power, and Android USB host behavior.
- Screen and app capture behavior depends on Android version and the selected target.
- A network source can be limited by its sender format and by the device decoder.
- Hardware changes, system updates, and third-party service changes can affect a previously working setup.
If performance degrades
Stop nonessential sources, lower output demands, reconnect unstable devices, and restart the project before changing several variables at once.
Troubleshooting
Troubleshooting checklist
Use this checklist before a production, and work through it in order when something fails.
1. Check the affected source
- Is the source visible in the correct scene and above any covering layer?
- Does it show a ready or active state instead of an error?
- Is its file, device, or network sender still available?
2. Check permissions and ownership
- Did Android grant the required camera, microphone, screen, USB, or local network access?
- Is another app using the same camera, microphone, or external device?
- Did a screen-capture permission session end?
3. Check output configuration
- Is at least one usable streaming destination enabled for a live output?
- Is there enough free storage for recording or export?
- Are resolution, frame rate, encoder, and bitrate appropriate for the device and network?
4. Check connectivity
- Can the device reach the configured destination or media address?
- Are credentials, server addresses, and stream keys current?
- Is the sender on the expected local network and is discovery traffic allowed?
5. Reduce the setup
Disable nonessential sources and effects, test one source at a time, and make a short local recording. This separates capture issues from network or destination issues.
6. Collect safe support details
Record the app version, Android version, device model, source type, exact error text, and reproduction steps. Never include passwords, tokens, stream keys, or private media in a support message.