![]() Your probably right about having an extra winbox definition for paylines, with the symbol as an override. Other games like DayZ, Unturned and Escape From Tarkov use it so you might be able to just look up the game's name + inventory and find a video on it. Just referring to how items aren't always 1 slot big and can have a unique size. ![]() ![]() At which point you could actually do your own functionality for the winline if you wanted through the OnLineWinDisplayed callback using symbol positions in the SlotWinData passed to it (win.symbols in the SlotCallbacks example) I've always called it 'multi-slot inventory' even though that makes no sense. They are pretty basic and can be shut off completely in the inspector options. The graphic for the winlines are dynamically generated Line renderers using the center positions of symbol transforms. I would like to implement the symbol strip as an option as well though. It's is a bit unconventional as far as terrestrial based real money slots go, but it allows much more user-friendly tweaking of the RTP without having the burden of changing symbol strips explicitly. This was by design, as the current system works solely on relative frequencies of symbol appearances. Nope, there is currently no way to define reel strips symbol-by-symbol.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |