Centralized Configurator

Lucky Wheel Configuration

You can find the centralized wheel configurator attached to the Modular Wheel GameObject. In fact everything you need to configure is attached to this GameObject.

With the Lucky Wheel Configuration script you can define the following wheel behavior:

Spin Force

Define a range for the spin force. Spin force is applied to the Rigidbody of the wheel and defines how strongly you rotate the wheel.

Default Angular Drag

This value describes the standard angular drag of the wheel. This can be also considered as wheel friction. The higher the value, the more “friction” the wheel has and therefore will faster come to a stop

Angular Drag On Slowdown

After the configured max spin time (if the wheel hasn't stopped yet due to the default angular drag and spin force) the angular drag will increase so the wheel will come to a halt soon.

Stop Velocity Limit

Define the min velocity of the wheel that is considered as “still spinning”. If after you spin the wheel, the velocity gets below the defined limit, the velocity will be set to zero immediately and the reward claim will be triggered.

Max Spin Time

After the time is reached, the angular drag on slowdown will overwrite the default angular drag, so the wheel will come to a stop faster.

Spin Cooldown

Defines a cooldown that the user needs to wait after spinning the wheel until he can spin it again.

Reward Config

This asset supports from 4 up to 42 reward sections (in steps of 2).

You can define the rewardType and the rewardAmount per entry.

The demo scene has 42 rewards configured. If you create your own wheel with your own rewards, please make sure that there are as many rewards configured as there are rewardSections on the wheel, otherwise you will get an error on wheel initialization.

Theme Switcher

With the Theme Switcher you can add new themes to your wheel. You can change the skybox, the terrain and all the wheel materials.

The first part of the theme switcher is just assigning the proper wheel object holders so that changing the materials works as expected. The only thing you need to worry about is the “Themes” section. Here you can define the different materials for each component, change the terrain color and normal map and even change the skybox.

The “Detail” Models support up to 2 Materials. The first one is the base material and the second one is for the glow. For the reward section the first material is always for the reward separators. Those are the small blue glowing lines between each reward section, as it can be seen in the following example:

The next 4 materials are for the color of the reward sections. Even though not all rewardAreas support 4 different colors, I would suggest that you always add 4 colors if you are switching between the number of rewards, since the rewards with 4 colors wont work properly if you only assign 2 color materials.

Here are the specifications for the amount of different color support:

Color amount

Reward areas

4 Colors

All areas where the reward amount divided by 4 adds up without a reminder:

The areas are: 4,8,12,16,20,24,28,32,36,40,44,48,52

2 Colors

All other areas:

6,10,14,18,22,26,30,34,38,42,46,50

Last updated