diff --git a/docs/01-setup-the-project/02-add-submodules.md b/docs/01-setup-the-project/02-add-submodules.md
index 0ed4690..0c76f71 100644
--- a/docs/01-setup-the-project/02-add-submodules.md
+++ b/docs/01-setup-the-project/02-add-submodules.md
@@ -32,7 +32,7 @@ Then run the follwing command:
git submodule add -f ../hyper-editor-package.git packages
```
-## Internation Theme vs Chinese Theme
+## International Theme vs Chinese Theme
Depend on the theme of your game, add these commands:
diff --git a/docs/02-setup-main-game/05-main-scene/01-system.md b/docs/02-setup-main-game/05-main-scene/01-system.md
index 97bb9f5..52d82a4 100644
--- a/docs/02-setup-main-game/05-main-scene/01-system.md
+++ b/docs/02-setup-main-game/05-main-scene/01-system.md
@@ -2,19 +2,25 @@
sidebar_position: 1
---
-# System
----
+# System Setup
-## Sprite Frame Provider Setup
+## Overview
+The **System** module provides global access to sprite frames and animation assets, enabling efficient resource management across the game.
-**SpriteFrameProvider** gives global access to **sprite frames** from anywhere in the codebase.
+## Sprite Frame Provider
+The **SpriteFrameProvider** allows global access to sprite frames from anywhere in the codebase.

----
+**Setup Steps:**
+1. Configure the **SpriteFrameProvider** to register sprite assets.
+2. Ensure all sprite frames are added to the provider for global access.
-## Animation Provider Setup
+## Animation Provider
+The **Animation Provider** manages and exposes game-related animation assets globally.
-The **Animation Provider** manages and exposes all game-related **animation assets** globally.
+
-
\ No newline at end of file
+**Setup Steps:**
+1. Register animation assets in the **Animation Provider**.
+2. Verify that animations are correctly linked to their respective prefabs.
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene/02-background.md b/docs/02-setup-main-game/05-main-scene/02-background.md
index eaf7c65..7a3416b 100644
--- a/docs/02-setup-main-game/05-main-scene/02-background.md
+++ b/docs/02-setup-main-game/05-main-scene/02-background.md
@@ -2,76 +2,50 @@
sidebar_position: 2
---
-# Background
+# Background Setup
-Is the visual scenery that appears behind the gameplay elements.
-
----
## Overview
+The background serves as the visual scenery behind gameplay elements, supporting both **Landscape** (Desktop and Mobile) and **Portrait** (Mobile only) orientations.
-The background consists of 2 parts: **Landscape** and **Portrait**.
+| Orientation | Desktop | Mobile |
+|-------------|---------|--------|
+| **Landscape** |  |  |
+| **Portrait** |  |  |
-- **Landscape** use for Desktop and Mobile landscape.
-- **Portrait** only use for Mobile portrait.
+## Asset Preparation
+| Type | Assets | Description |
+|------|--------|-------------|
+| **Static** |  | Required for all games. |
+| **Animation** |  | Optional, depending on game design. |
-| | Desktop | Mobile |
-|:-:|--------------|---------|
-|**Background Landscape**
|
|
|
-|**Background Portrait**
||
|
+## Setup Steps
+1. **Landscape Background**:
+ - Use the prepared sprite frame for the landscape background.
+ - 
-## 1. Prepare the assets
-| | Assets | Description |
-|:-:|--------------|---------|
-|**Static**
||Static background is necessary for the game|
-|**Animation**
||Animation background may or may not be present, depending on the game design|
+2. **Portrait Background**:
+ - Use the prepared sprite frame for the mobile portrait background.
+ - 
-## 2. Setup Background Landscape
-
- We use sprite frame background for landscape from prepared assets.
-
- 
-
-## 3. Setup Background Portrait
-
- We use sprite frame background for mobile from prepared assets.
-
- 
-
-## 4. Setup Background Animation
-
-If the game have design animation for background, we will do this step.
-
-**Setp 1:** Using hepler to generate animation from prepared assets
-
- 
- 
-
-**Setp 2:**. Stup for spine-animation
- - `Is Loop`: is ✅ because this animation will play through the game.
- - `Static Sprite Frame`: It will be displayed when the animation has not finished loading.
-
- 
- 
-
-**Setp 3:**. Add animation background with components below:
-
- **Landscape:**
- - Create `Empty Node` with name `anim-background-main-game`.
- - Add `animation-play-on-enable` with animation name in **Animation Provider**.
- - Add `background-scaler`, used to resize according to screen resolution.
-
- 
-
- **Portrait:**
-
- - Create `Empty Node` with name `mobile-background-anim-portrait`.
- - Add `mobile-portrait-background-ui-controller` to display only on **Mobile**.
- - Add `orientation-ui-controller` to display on Portrait with the options below.
-
- 
-
- - Create `Empty Node` with name `anim-background-main-game`.
- - Add `animation-play-on-enable` with animation name in **Animation Provider**.
- - Add `portrait-anim-background-scaler`, used to resize according to screen resolution.
-
- 
\ No newline at end of file
+3. **Animated Background** (if applicable):
+ - **Step 1**: Use the helper tool to generate animations from prepared assets.
+ - 
+ - 
+ - **Step 2**: Configure spine animation settings:
+ - Enable **Is Loop** to ensure continuous playback.
+ - Set a **Static Sprite Frame** for display before the animation loads.
+ - 
+ - 
+ - **Step 3**: Add animation nodes:
+ - **Landscape**:
+ - Create an `Empty Node` named `anim-background-main-game`.
+ - Add the `animation-play-on-enable` component with the animation name from the **Animation Provider**.
+ - Add the `background-scaler` component to resize based on screen resolution.
+ - 
+ - **Portrait**:
+ - Create an `Empty Node` named `mobile-background-anim-portrait`.
+ - Add the `mobile-portrait-background-ui-controller` and `orientation-ui-controller` components for mobile portrait display.
+ - Create a child `Empty Node` named `anim-background-main-game`.
+ - Add the `animation-play-on-enable` and `portrait-anim-background-scaler` components.
+ - 
+ - 
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene/03-reel-slot.md b/docs/02-setup-main-game/05-main-scene/03-reel-slot.md
index dce226d..6caea1c 100644
--- a/docs/02-setup-main-game/05-main-scene/03-reel-slot.md
+++ b/docs/02-setup-main-game/05-main-scene/03-reel-slot.md
@@ -1,50 +1,43 @@
---
-sidebar_position: 2
+sidebar_position: 3
---
-# Set Up Reel Slot
----
+# Reel Slot Setup
-### Prepare Assets
-
- Add the symbol textures and reel frame:
+## Overview
+The reel slot system manages the core spinning mechanics of the game.
- |||
- |------------------------------------------------------------------|--------------------------------------------------------------|
+## Asset Preparation
+- Add symbol textures and reel frames:
+ - 
+ - 
-### Add symbols to `SpriteFrameProvider`
+## Sprite Frame Provider
+- Add symbols to the **SpriteFrameProvider** for global access.
+ - 
- This allows symbols to be accessed globally from code:
+## Reel Frame
+- Configure the reel frame:
+ - 
+ - 
- 
+## Configuration
+Use the `reel-scroller-helper` to set up spinning behavior:
-### Add Reel Frame
+
- | | |
- |--------------------------------------------------------------------|--------------------------------------------------------------|
+| Property | Description | Example |
+|----------|-------------|---------|
+| **Cell Item Script Name** | Script attached to each cell item. |  |
+| **Scroller Script Name** | Script handling spinning logic. |  |
+| **Row Count x Reel Count** | Number of slot items per row and column. |  |
+| **Cell Size** | Size of each cell. |  |
+| **Cell Spacing** | Horizontal and vertical distance between cells. | - |
+| **Cell Dim Color** | Dark color for non-winning cells during win animations. |  |
+| **Top Count and Bot Count** | Additional cells at the top and bottom for spinning logic. |  |
-### Configure the Reel Slot
+## Generate Reel Panel
+- Use the `reel-scroller-helper` to auto-generate the reel panel.
+ - 
-Use `reel-scroller-helper` to configure spinning behavior:
-
- 
-
- | Properties | Description | Example |
- |------------|--------------|---------|
- |**Cell Item Script Name**|The name of the script will be attached to each cell item.||
- | **Scroller Script Name** | the name of the script for handling the spinning logic.||
- |**Row Count x Reel Count**| the number of Slot Item each row and column in the reel slot panel.||
- |**Cell Size**| the size of each cells.||
- |**Cell Spacing**| the distance between each cells horizontally and vertically.||
- |**Cell Dim Color**| set the dark color for the non-win cells when showing winning animation for each line.||
- |**Top Count and Bot Count**| for spinning logic to work, a certain number of cell will be added to the top and bottom of the reel.||
-
-### Generate Reel Panel
-
- Use `reel-scroller-helper` to auto-generate the full panel:
-
- 
-
-:::tip
-A popup may be covering the scene. Disable it temporarily to clearly view and edit the reel slot components.
-:::
+**Tip**: Temporarily disable any popups covering the scene to view and edit reel slot components clearly.
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene/04-spinning-panel.md b/docs/02-setup-main-game/05-main-scene/04-spinning-panel.md
index 8ac0d05..81a96ac 100644
--- a/docs/02-setup-main-game/05-main-scene/04-spinning-panel.md
+++ b/docs/02-setup-main-game/05-main-scene/04-spinning-panel.md
@@ -2,64 +2,36 @@
sidebar_position: 4
---
-# Set Up Spinning Panel
-
+# Spinning Panel Setup
## Overview
+The spinning panel system includes the **reel slot panel** and additional panels: `landing-panel`, `tension-panel`, `present-win-cell-panel`, and `present-win-border-panel`.
-The **reel slot panel** is just one part of the overall **spinning panel** system.
-
-Other required panels include:
-
-- `landing-panel`
-- `tension-panel`
-- `present-win-cell-panel`
-- `present-win-border-panel`
-
-Each panel can be quickly set up using the **Generate Panel** function from its helper script.
-
----
-
-## Set Up Panel
-
-- Landing Panel:
-
- 
-
-To define Landing Panel, create the following script:
-
-:::warning
- ```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
+## Panel Setup
+- **Landing Panel**:
+ - 
+ - **Script**:
+ ```jsx
SlottySetting.prototype._registerInjection = function () {
DIContainer.Register('landingGenerator', require('landing-generator'));
};
```
-:::
-- Present Win Cell Panel:
+- **Present Win Cell Panel**:
+ - 
- 
+- **Present Win Border Panel**:
+ - 
-- Present Win Cell Panel:
-
- 
-
-- Tension Panel:
-
- 
-
- If the tension use a custom size frame, we can change the option **sizeMode** to **Custom** and set the static frame and size.
-
- 
-
- **check toggle General Panel**
-
- 
- To define Tension Panel, create the following script:
- :::warning
- ```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
+- **Tension Panel**:
+ - 
+ - For custom size frames, set **sizeMode** to **Custom** and configure the static frame and size.
+ - 
+ - **Check Toggle**: Ensure the general panel toggle is correctly set.
+ - 
+ - **Script**:
+ ```jsx
SlottySetting.prototype._registerInjection = function () {
DIContainer.Register('tensionGenerator', require('tension-generator'));
};
- ```
- :::
+ ```
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene/05-win-point-on-reel.md b/docs/02-setup-main-game/05-main-scene/05-win-point-on-reel.md
index f925a48..e70ef16 100644
--- a/docs/02-setup-main-game/05-main-scene/05-win-point-on-reel.md
+++ b/docs/02-setup-main-game/05-main-scene/05-win-point-on-reel.md
@@ -5,139 +5,43 @@ sidebar_position: 5
# Win Point on Reel
## Overview
+The **Win Point on Reel** system displays win points for each payline, including scatter wins.
-- Displays win points for each payline, including scatter wins.
+
-
+## Asset Preparation
+- **Core Assets**:
+ - Path: `assets/core-assets/hyper-core/packages/on-reel-present-win-point/prefab`
+ - 
-## Implementation
+- **Game Assets**:
+ - Path: `assets/game-assets/prefabs`
+ - 
-### Prepare Assets
+## Setup
+1. **Add Prefab to Scene**:
+ - Add the `on-reel-present-win-point` prefab to the main scene.
+ - Components:
+ - `on-reel-present-win-point`: Controls visibility of win points.
+ - `hyper-present-win-point`: Manages presentation flow.
+ - 
-#### In Core
+2. **Configure Node Targets**:
+ - Set the target node for win point labels and define size/offset.
+ - 
+ - Properties:
+ | Property | Type | Description |
+ |----------|------|-------------|
+ | `labelPosition` | `cc.Vec2` | Offset position for the win point label. |
+ | `nodeTarget` | `cc.Node` | Target node containing the label. |
+ | `cellItemSize` | `cc.Vec2` | Size of each slot cell. |
+ | `defaultFontSize` | `number` | Default font size for the label. |
-
-
-
- Path |
- Example |
-
-
-
-
- assets\core-assets\hyper-core\packages\on-reel-present-win-point\prefab |
-  |
-
-
-
+3. **Set Up Label Component**:
+ - Displays win values with support for formatted text (number, currency).
+ - Add a custom font:
+ - Path: `assets/game-assets/fonts/preloads/main-game/fnt-win-point-on-reel`
+ - 
+ - 
-#### In Game
-
-
-
-
- Path |
- Example |
-
-
-
-
- assets\game-assets\prefabs |
-  |
-
-
-
-
-### Setup
-
-#### Steps 1: Add Prefab to Scene
-
-Add the win point on reel prefab to your main scene.
-
-
-
-
- Component |
- Description |
-
-
-
-
- on-reel-present-win-point |
- A component to **show/hide** points on reels |
-
-
- hyper-present-win-point |
- Manages win point presentation flow |
-
-
-
-
- 
-
-#### Steps 2: Configure Node Targets
-Set the target node where each win point label appears and define its size and offset.
-
- 
-
-
-
-
- Property |
- Type |
- Description |
-
-
-
-
- labelPosition |
- cc.Vec2 |
- Offset position for the win point label |
-
-
- nodeTarget |
- cc.Node |
- Target node containing the label |
-
-
- cellItemSize |
- cc.Vec2 |
- Size of each slot cell |
-
-
- defaultFontSize |
- number |
- Default font size for the label |
-
-
-
-
-#### Steps 3: Set Up Label Component
-
-
-
-
-- **Component**:
- - Displays win values on the reels.
- - Supports formatted text (number, currency).
-
-- **Custom Font**:
- Add a custom font to style the win label.
-
-
-
- Path |
- Example |
-
-
-
-
- assets\game-assets\fonts\preloads\main-game\fnt-win-point-on-reel |
-  |
-
-
-
-
-:::tip
- - **Position And Size**: Follow Game Design.
-:::
\ No newline at end of file
+**Tip**: Follow game design specifications for position and size.
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene/06-special-win.md b/docs/02-setup-main-game/05-main-scene/06-special-win.md
index 49107af..80c5096 100644
--- a/docs/02-setup-main-game/05-main-scene/06-special-win.md
+++ b/docs/02-setup-main-game/05-main-scene/06-special-win.md
@@ -2,169 +2,91 @@
sidebar_position: 6
---
-# Special Win
-
----
+# Special Win System
## Overview
+Special Wins are high-value reward events categorized by payout thresholds:
-Special Wins are high-value reward events in slot games, cagegorized based on the payout threshold:
-
-| Win Type | Trigger Threshold | Preview |
-|-----------|-----------------------|----------------|
-| **Big Win** | Medium payout |  |
-| **Super Win** | High payout |  |
-| **Mega Win** | Maximum payout |  |
-
-Each type delivers increasing visual excitement to highlight significant player rewards.
-
----
+| Win Type | Trigger Threshold | Preview |
+|----------|-------------------|---------|
+| **Big Win** | Medium payout |  |
+| **Super Win** | High payout |  |
+| **Mega Win** | Maximum payout |  |
## Implementation
+### Asset Preparation
+- Components:
+ | Component | Purpose |
+ |-----------|---------|
+ | `hyper-special-win-initializer` | Initializes the system. |
+ | `hyper-present-special-win` | Manages animation sequences and display logic. |
+ | `hyper-special-win-label-point-effect` | Controls win amount visualization. |
+ - 
-### Prepare Assets
+- **Coin Effect System**:
+ - Variants for different markets:
+ | Submodule | Theme | Preview |
+ |-----------|-------|---------|
+ | `hyper-coin-shower-international` | International |  |
+ | `hyper-coin-shower-chinese` | Chinese |  |
-The special win system consists of three main components:
+- **Static Assets**:
+ | Platform | Path | Preview |
+ |----------|------|---------|
+ | Desktop | `assets/textures/desktop/preloads/special-wins` |  |
+ | Mobile | `assets/textures/mobile/preloads/special-wins` |  |
-| Component | Purpose |
-|-----------|---------|
-| `hyper-special-win-initializer` | Handles system initialization and setup |
-| `hyper-present-special-win` | Manages animation sequences and display logic |
-| `hyper-special-win-label-point-effect` | Controls win amount visualization |
+### Animation Setup
+1. **Animation Resources**:
+ - Path:
+ | Platform | Path | Preview |
+ |----------|------|---------|
+ | Desktop | `assets/textures/desktop/postloads/anim-special-win` |  |
+ | Mobile | `assets/textures/mobile/postloads/anim-special-win` |  |
-
+2. **Animation Flow**:
+ ```mermaid
+ graph TD
+ SW[Special Wins] --> BW[Big Win]
+ SW --> SPW[Super Win]
+ SW --> MW[Mega Win]
-#### Coin Effect System
+ BW --> BWI[bigwin-in] --> BWL[bigwin-loop] --> BWO[bigwin-out]
+ SPW --> SPWI[superwin-in] --> SPWL[superwin-loop] --> SPWO[superwin-out]
+ MW --> MWI[megawin-in] --> MWL[megawin-loop] --> MWO[megawin-out]
-The coin shower effect uses prefab variants for different markets:
+ classDef inStage fill:#e6f3ff,stroke:#666
+ classDef loopStage fill:#fff2cc,stroke:#666
+ classDef outStage fill:#f8cecc,stroke:#666
+ classDef winType fill:#d5e8d4,stroke:#82b366
+ classDef specialWin fill:#fff4dd,stroke:#ff0000
-
+ class BWI,SPWI,MWI inStage
+ class BWL,SPWL,MWL loopStage
+ class BWO,SPWO,MWO outStage
+ class BW,SPW,MW winType
+ class SW specialWin
+ linkStyle default stroke-width:2px,stroke:#ff0000
+ ```
+ - 
-| Submodule | Theme | Preview |
-|-------------|---------------|---------------|
-| `hyper-coin-shower-international` | International |  |
-| `hyper-coin-shower-chinese` | Chinese |  |
+3. **Animation Settings**:
+ - Configure static fallback and loop animations:
+ | Setting | Example |
+ |---------|---------|
+ | Static Fallback |  |
+ | Loop Animation |  |
-:::tip
-- Position the Special Win node as per game design
-:::
+4. **Font Configuration**:
+ - Path: `assets/game-assets/fonts/preloads/main-game/fnt-special-win`
+ - Steps:
+ 1. Import font files.
+ - 
+ 2. Add font to the special win component.
+ - 
+ 3. Configure text alignment, font size, and spacing.
+ - 
----
-
-### Setup
-
-#### 1. Static Resources
-
-Store static assets in platform-specific directories:
-
-| Platform | Path | Preview |
-|----------|------|---------|
-| Desktop | `assets/textures/desktop/preloads/special-wins` |  |
-| Mobile | `assets/textures/mobile/preloads/special-wins` |  |
-
-🔗 [View Platform Asset Structure](/docs/cagegory/game-asset-structure)
-
----
-
-#### 2. Animation Setup
-
-##### Special Win Animation Flow
-
-```mermaid
-%%{init: {'theme': 'base', 'themeVariables': { 'fontSize': '25px', 'fontFamily': 'arial' }}}%%
-graph TD
- %% Win Types with Thresholds
- SW[Special Wins] --> BW["Big Win"]
- SW --> SPW["Super Win"]
- SW --> MW["Mega Win"]
-
- %% Big Win stages with flow
- BW --> BWI[bigwin-in]
- BWI --> BWL[bigwin-loop]
- BWL --> BWO[bigwin-out]
-
- %% Super Win stages with flow
- SPW --> SPWI[superwin-in]
- SPWI --> SPWL[superwin-loop]
- SPWL --> SPWO[superwin-out]
-
- %% Mega Win stages with flow
- MW --> MWI[megawin-in]
- MWI --> MWL[megawin-loop]
- MWL --> MWO[megawin-out]
-
- %% Legend nodes
- L0["Feature Name"]-->L1["Win Types"] --> L2["In State"] --> L3["Loop State"] --> L4["Out State"]
- class L0 specialWin
- class L1 winType
- class L2 inStage
- class L3 loopStage
- class L4 outStage
-
- %% Style definitions
- classDef inStage fill:#e6f3ff,stroke:#666,font-size:25px
- classDef loopStage fill:#fff2cc,stroke:#666,font-size:25px
- classDef outStage fill:#f8cecc,stroke:#666,font-size:25px
- classDef winType fill:#d5e8d4,stroke:#82b366,font-size:25px
- classDef specialWin fill:#fff4dd,stroke:#ff0000,font-size:25px
-
- class BWI,SPWI,MWI inStage
- class BWL,SPWL,MWL loopStage
- class BWO,SPWO,MWO outStage
- class BW,SPW,MW winType
- class SW specialWin
-
- %% Adjust node spacing
- linkStyle default stroke-width:4px,stroke:#ff0000
-```
- 
-
-##### Step 1: Add Animation Resources
-
-Place animated assets in the following directories:
-
-| Platform | Path | Preview |
-|----------|------|---------|
-| Desktop | `assets/textures/desktop/postloads/anim-special-win` |  |
-| Mobile | `assets/textures/mobile/postloads/anim-special-win` |  |
-
-##### Step 2: Configure Animation Settings
-
-| Setting | Example |
-|------------------|---------|
-| Static Fallback |  |
-| Loop Animation |  |
-
-🔗 [View Animation Provider Setup](/docs/setup-main-game/main-scene/system#animation-provider-setup)
-
-:::tip
-- Move assets to `custom-scale/` directory to resolve image quality issues
-- Asset paths may vary by project configuration
-:::
-
-##### Step 3: Font Configuration
-
-- **Path:** `assets\game-assets\fonts\preloads\main-game\fnt-special-win`
-- Follow these steps to configure fonts for special win displays:
-
-1. **Package Font Assets**
- - Import font files into project
-
- 
-
-2. **Font Integration**
- - Add font asset to special win component
-
- 
-
-3. **Layout Settings**
-
- - Configure text alignment
- - Adjust font size and spacing
-
- 
-
-
-:::tip
-Customize font styles based on each game's design.
-:::
\ No newline at end of file
+**Tip**:
+- Move assets to `custom-scale/` to resolve image quality issues.
+- Customize font styles based on game design.
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene/07-item-description.md b/docs/02-setup-main-game/05-main-scene/07-item-description.md
index 526c8b1..b767ecb 100644
--- a/docs/02-setup-main-game/05-main-scene/07-item-description.md
+++ b/docs/02-setup-main-game/05-main-scene/07-item-description.md
@@ -4,75 +4,61 @@ sidebar_position: 7
# Item Description
-Provides players with detailed information about each item in the game.
-
-
----
-
## Overview
+The **Item Description** system provides detailed information about game items, including payouts and descriptions.

-## Implementation
-
-### Prepare Assets
+## Asset Preparation
| Assets | Description |
|--------|-------------|
-|  | Used to Setup the background. |
-|  | Used to Setup the static symbol. |
-|  | Used to Setup the animation symbol. |
-|  | Used to Setup the payout/description. |
+|  | Background setup. |
+|  | Static symbol setup. |
+|  | Animation symbol setup. |
+|  | Payout or description text setup. |
-### Setup
+## Setup
+1. **Locate Template Prefabs**:
+ - Search for the `template-item-description` prefab.
+ - 
+2. **Clone Assets**:
+ - Copy and paste to the game assets location, removing unnecessary prefixes.
+ - 
-| Step | Action | Description | Image Reference |
-| :--: | :----- | :---------- | :-------------: |
-| 1 | Locate all template prefabs needed for the **Item Description** | Search for the `template-item-description` prefab. |  |
-| 2 | Clone assets| Copy and paste them to the game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
+### Prefab Configurations
+- **item-description-small** (Items with win payout only):
+ - 
+ - Steps:
+ | Step | Action | Image Reference |
+ |------|--------|-----------------|
+ | 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
+ | 2 | Name prefab as `item-description-` and set **Animation Name** in **Animation Provider**. |  |
+ | 3 | Set **Sprite Frame** in `sprite-item` using prepared assets. |  |
+ | 4 | Adjust **Color**, **Font**, and **Font Size** in `multi-x...` and `odds-x...`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
-#### item-description-small
+- **item-description-no-odds** (Items with description only):
+ - 
+ - Steps:
+ | Step | Action | Image Reference |
+ |------|--------|-----------------|
+ | 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
+ | 2 | Name prefab as `item-description-` and set **Animation Name** in **Animation Provider**. |  |
+ | 3 | Set **Sprite Frame** in `sprite-item` using prepared assets. |  |
+ | 4 | Set **String**, **Color**, **Font**, and **Font Size** in `description`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
- Setup the `item-description-small` prefab for items have only win payout:
-
- 
+- **item-description-big** (Items with both payout and description):
+ - 
+ - Steps:
+ | Step | Action | Image Reference |
+ |------|--------|-----------------|
+ | 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
+ | 2 | Follow **Step 4** of `item-description-small` for payout setup. | [See Small Setup](#item-description-small) |
+ | 3 | Follow **Step 4** of `item-description-no-odds` for description setup. | [See No-Odds Setup](#item-description-no-odds) |
- | Step | Action | Image Reference |
- | :--: | :----- | :-------------: |
- | 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. |
 |
- | 2 | - Name the item prefab following the format item-description-**name**".
- Setup the **Animation Name** to match the item's name in the **Animation Provider**.|  |
- | 3 | - Setup the **Sprite Frame** in the `sprite-item` using the same name as the item from the prepared assets. |  |
- | 4 | - Adjust **Color**, **Font** and **Font Size** in `multi-x...` and `oods-x...` according to the game design.
- Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if you need to create a Bitmap Font.|  |
-
-
-#### item-description-no-odds
- Setup the `item-description-no-odds` prefab for items that have a description but no win payout:
-
- 
-
- | Step | Action | Image Reference |
- | :--: | :----- | :-------------: |
- | 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. |
 |
- | 2 | - Name the item prefab following the format item-description-**name**".
- Setup **Animation Name** to match the item's name in the **Animation Provider**.|  |
- | 3 | - Setup the **Sprite Frame** in the `sprite-item` using the same name as the item from the prepared assets. |  |
- | 4 | - Set the **String** and adjust **Color**, **Font** and **Font Size** in the `description` according to the game design.
- Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if you need to create a Bitmap Font. |  |
-
-#### item-description-big
- Setup the `item-description-big` prefab for items that include both a win payout and a description:
-
- 
-
- | Step | Action | Image Reference |
- | :--: | :----- | :-------------: |
- | 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. |
 |
- | 2 | - Setup the payout by following **Step 4** in **Setup prefab `item-description-small`** | [Configure Item Description Small](./item-description#item-description-small) | |
- | 3 | - Setup the description by following **Step 4** in **Setup prefab `item-description-no-odds`** | [Configure Item Description No Odds](./item-description#item-description-no-odds) | |
-
-:::tip
- Use Helper to setup:
- 1. Setup **Content Size** and **Cell Item Size** according to the game design.
- 2. Use prepared bitmap fonts to Setup the **Labels** font.
- 3. Click **Set Size** to run the helper.
- 4. Setup the **Background**, **Sprite Frame**, **Animation**, **Payout**, **Description** of the item using the prepared assets.
-
- 
-:::
\ No newline at end of file
+**Tip**:
+- Use the helper tool to configure:
+ 1. Set **Content Size** and **Cell Item Size** per game design.
+ 2. Use prepared bitmap fonts for **Labels**.
+ 3. Click **Set Size** to run the helper.
+ 4. Configure **Background**, **Sprite Frame**, **Animation**, **Payout**, and **Description** using prepared assets.
+ - 
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene/08-free-round.md b/docs/02-setup-main-game/05-main-scene/08-free-round.md
index 2d1c63b..af1449a 100644
--- a/docs/02-setup-main-game/05-main-scene/08-free-round.md
+++ b/docs/02-setup-main-game/05-main-scene/08-free-round.md
@@ -1,128 +1,67 @@
---
-sidebar_position: 16
+sidebar_position: 8
title: Free Round
description: Display and manage remaining free rounds in the game.
---
-# Free Round
+# Free Round System
## Overview
-
-- Handles the **display** and **logic** for tracking remaining free rounds in a slot game.
-- Supports both **desktop** and **mobile**, including animation and event handling.
+The **Free Round** system manages the display and logic for tracking remaining free rounds in the game, supporting both desktop and mobile platforms.
| Platform | Preview |
|----------|---------|
-| Desktop |  |
-| Mobile |  |
+| Desktop |  |
+| Mobile |  |
----
+## Asset Preparation
+- **Core Assets**:
+ - Path: `assets/core-assets/hyper-core/packages/freeround-count-box/prefabs`
+ - 
+- **Game Assets**:
+ - Path: `assets/game-assets/prefabs`
+ - 
+## Setup
+1. **General Configuration**:
+ - Ensure script references correct nodes.
+ - 
+ - Properties:
+ | Property | Description |
+ |----------|-------------|
+ | `duration` | Duration of fade in/out animation (seconds). |
+ | `content` | Container node for the counter. |
+ | `labelLeft` | Label showing remaining free rounds. |
+ - 
-## Implementation
+2. **Platform Setup**:
+ - **Desktop**:
+ - Add `Platform-ui-controller` component.
+ - 
+ - **Mobile**:
+ - Add `Platform-ui-controller` and `UI Mobile Position` components.
+ - 
-### Prepare Assets
+3. **Asset Setup**:
+ - **Desktop**:
+ - Path: `assets/game-assets/textures/desktop/preloads/main-game/custom-scale`
+ - 
+ - **Mobile**:
+ - Path: `assets/game-assets/textures/mobile/preloads/main-game/custom-scale`
+ - 
-- Copy or parse prefabs from core to game assets.
+4. **Font Setup**:
+ - 
-#### Core
-
-| Path | Preview |
-|------|---------|
-| `assets/core-assets/hyper-core/packages/freeround-count-box/prefabs` |  |
-
-#### Game
-
-| Path | Preview |
-|------|---------|
-| `assets/game-assets/prefabs` | |
-
----
-
-### Setup
-
-- Ensure the script references the correct nodes.
-
-
-
-- Manages and displays the remaining free round count in-game.
-
-"
-
-| Property | Description |
-|---------------|--------------------------------------------|
-| `duration` | Duration of fade in/out animation (seconds) |
-| `content` | Container node for the counter |
-| `labelLeft` | Label showing remaining free rounds |
-
----
-
-#### Platform Setup
-
-- Ensure that the desktop and mobile prefabs are positioned differently in the main game scene for proper layout on each platform.
-
-##### Desktop
-
-
-
-| Component | Description |
-|-------------------------|-------------|
-| `Platform-ui-controller` | [View Setup](/docs/faqs/setup-cocos-scene#platform-ui-controller) |
-
-
-##### Mobile
-
-
-
-| Component | Description |
-|-------------------------|-------------|
-| `Platform-ui-controller` | [View Setup](/docs/faqs/setup-cocos-scene#platform-ui-controller) |
-| `UI Mobile Position` | [Mobile Position Setup](/docs/faqs/setup-cocos-scene#ui-mobile-landscape--portrait--position) |
-
----
-
-#### Asset Setup
-
-##### Desktop
-
-| Path | Preview |
-|------|---------|
-| `assets/game-assets/textures/desktop/preloads/main-game/custom-scale` |  |
-
-##### Mobile
-
-| Path | Preview |
-|------|---------|
-| `assets/game-assets/textures/mobile/preloads/main-game/custom-scale` |  |
-
-##### Common
-
-- **Free Round Background**
- 
-
-🔗 More: [Game Asset Structure](/docs/category/game-asset-structure)
-
-:::tip
-- **Position & Size**: Follow the game design layout.
-- **Asset Packing**: Use separate textures for Desktop and Mobile.
-:::
-
----
-
-#### Font Setup
-
-| Preview |
-|---------|
-|  |
-
----
+**Tip**:
+- Follow game design for position and size.
+- Use separate textures for Desktop and Mobile.
+- Ensure the main scene includes the popup panel ([See Popup Panel Guide](http://localhost:3000/docs/setup-main-game/main-scene/popup-panel#multiple-popup-panel)).
## Game Result Example
-
-Make sure the main scene includes the popup panel.
-🔗 [See Popup Panel Guide](/docs/setup-main-game/main-scene/popup-panel#multiple-popup-panel)
-
-| Platform | Popup | Action | Result |
-|----------|--------|---------------|--------|
-| Desktop |  | Click → Start |  |
-| Mobile |  | Click → Start |  |
+| Platform | Popup | Action | Result |
+|----------|-------|--------|--------|
+| Desktop |  | Click → Start |  |
+| Mobile |  | Click → Start |  |
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene/09-info-pages.md b/docs/02-setup-main-game/05-main-scene/09-info-pages.md
index 44c8c09..ef2367a 100644
--- a/docs/02-setup-main-game/05-main-scene/09-info-pages.md
+++ b/docs/02-setup-main-game/05-main-scene/09-info-pages.md
@@ -4,107 +4,95 @@ sidebar_position: 9
# Info Pages
-Info Pages (Information Pages) provide players with essential details about how the game works. It helps player understand the rules, features, symbols, payout structures, and other gameplay mechanics.
-
----
## Overview
+**Info Pages** provide players with details about game rules, features, symbols, payout structures, and mechanics. They are divided into **Paytable** and **Rules** sections, with different layouts for Desktop and Mobile.
-- **Desktop** consists Paytable and Rules in **Info Pages**.
-- **Mobile** is divided into 2 parts Paytable and Rules
+| Platform | Desktop | Mobile |
+|----------|---------|--------|
+| Paytable/Rules | 

 | 
 |
-|Desktop | Mobile |
-|:------:|:------:|
-|||
-|
||
-
-## Prepare the assets
+## Asset Preparation
| Assets | Description |
|--------|-------------|
-||Used to setup **Rules** or image in RichText|
-||Used to setup **Paytable**|
+|  | Used for **Rules** or RichText images. |
+|  | Used for **Paytable** setup. |
-## Setup Prefabs Desktop
-
-| Step | Action | Description | Image Reference |
-| :--: | :----- | :---------- | :---------------------------------------------------------------------------------------------: |
-| 1 | Locate all template prefabs need for **Info Pages Desktop** | Search for the `desktop-hyper-info-panel` prefab. |  |
-| 2 | Clone assets| Copy/Pase to game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
+## Desktop Setup
+1. **Locate Template Prefabs**:
+ - Search for the `desktop-hyper-info-panel` prefab.
+ - 
+2. **Clone Assets**:
+ - Copy and paste to the game assets location, removing unnecessary prefixes.
+ - 
### desktop-info-panel
-
- | Step | Action | Image Reference |
- | :--: | :----- | :-------------: |
- | 1 | Change **Color** in `page-background` follow the game design.|
 |
- | 2 | Change **Color** in `menu-header-background` follow the game design. |  |
- | 3 | Update **Prefab** in `paytable-content` from prepared prefabs. |  ||
- | 4 | Update **Prefab** in `rules-content` from prepared prefabs.|  |
+| Step | Action | Image Reference |
+|------|--------|-----------------|
+| 1 | Change **Color** in `page-background` per game design. |  |
+| 2 | Change **Color** in `menu-header-background` per game design. |  |
+| 3 | Update **Prefab** in `paytable-content` using prepared prefabs. |  |
+| 4 | Update **Prefab** in `rules-content` using prepared prefabs. |  |
### desktop-paytable-content
+- **Item with Payout**:
+ - 
+ - Steps:
+ | Step | Action | Image Reference |
+ |------|--------|-----------------|
+ | 1 | Set **Item Name** and **Odds Items** per game design. |  |
+ | 2 | Set **Sprite Frame** in `item-display` using prepared assets. |  |
+ | 3 | Change **Color** in `multi-x...` and `odds-x...` per game design. |  |
+ | 4 | Adjust **Font** and **Font Size** in `multi-x...` and `odds-x...`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
-- Paytable: Consist **Item with Payout** and **Item with Description**.
+- **Item with Description**:
+ - 
+ - Steps:
+ | Step | Action | Image Reference |
+ |------|--------|-----------------|
+ | 1 | Set **Name** per game design. |  |
+ | 2 | Set **Sprite Frame** in `item-display` using prepared assets. |  |
+ | 3 | Change **String** in `description` per game design. |  |
- - Setup **Item with Payout**:
-
- 
-
- | Step | Action | Image Reference |
- | :--: | :----- | :-------------: |
- | 1 | Setup Item with **Item Name** and **Odds Items** follow the game design.|
 |
- | 2 | Setup **Sprite Frame** in `item-display` same name with item from prepared assets. |  |
- | 3 | Change **Color** in `multi-x...` and `oods-x...` follow the game design. |  ||
- | 4 | - Change **Font** and **Font Size** in `multi-x...` and `oods-x...` follow the game design.
- Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) to create Font Bitmap if you need it.|  |
-
- - Setup **Item with Description**:
-
- 
-
- | Step | Action | Image Reference |
- | :--: | :----- | :-------------: |
- | 1 | Setup Item with **Name** follow the game design. |
 |
- | 2 | Setup **Sprite Frame** in `item-display` same name with item from prepared assets. |  |
- | 3 | Change **String** in `description` follow the game design. |  |
-
-- Feature Game: Depending on each game, there will be different feature: **FREESPIN BONUS**, **BONUS FEATURE**, ...
-
- - Title : Change **String** and **Color** in `freespins-bonus-title` follow the game design.
- - Image : Setup **Sprite Frame** `freespins-bonus-image-...` use from prepared assets.
- - Description: Change **String** in `freespins-bonus-description` ollow the game design.
-
-| Overivew | Configure |
-| :--------------: | :------------------: |
-|  |  |
-|  |  |
+- **Feature Game**:
+ - Configure based on game features (e.g., **FREESPIN BONUS**, **BONUS FEATURE**):
+ - **Title**: Update **String** and **Color** in `freespins-bonus-title`.
+ - **Image**: Set **Sprite Frame** in `freespins-bonus-image-...` using prepared assets.
+ - **Description**: Update **String** in `freespins-bonus-description`.
+ - 
+ - 
+ - 
+ - 
### desktop-rules-content
- There are 2 types: **Lines** and **Ways**.
- 1. Setup **Sprite Frame** in `lines-image` from prepared assets.
- 2. Change **Color** in `lines-title` follow game desgin.
- 3. If the game is **Ways**:
- - Change **String** in `lines-title` is **WIN WAYS/DYNAWAYS**.
- - Enable and update **String** in `lines-description`.
+- Types: **Lines** or **Ways**.
+- Steps:
+ 1. Set **Sprite Frame** in `lines-image` using prepared assets.
+ 2. Change **Color** in `lines-title` per game design.
+ 3. For **Ways**:
+ - Update **String** in `lines-title` to **WIN WAYS/DYNAWAYS**.
+ - Enable and update **String** in `lines-description`.
+ - 
+ - 
+ - 
+ - 
-| Overivew | Configure |
-| :--------------: | :------------------: |
-|  |  |
-|  |  |
+## Mobile Setup
+1. **Locate Template Prefabs**:
+ - Search for the `mobile-ui` prefab.
+ - 
+2. **Clone Assets**:
+ - Copy and paste to the game assets location, removing unnecessary prefixes.
+ - 
+3. **Configure Prefabs**:
+ - Configure `mobile-paytable-content` and `mobile-rules-content` as described in [Desktop Setup](#desktop-setup).
+4. **Spawner Positions**:
+ - For **Paytable**: Use `mobile-paytable-content-spawner` in the `mobile-ui` prefab.
+ - 
+ - For **Rules**: Use `mobile-rule-content-spawner` in the `mobile-ui` prefab.
+ - 
-## Setup Prefabs Mobile
-
-| Step | Action | Description | Image Reference |
-| :--: | :----- | :---------- | :-------------: |
-| 1 | Locate all template prefabs need for **Info Pages Mobile**| Search for the `mobile-ui` prefab. |
 |
-| 2 | Clone assets| Copy/Pase to game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
-| 3 | Configure prefabs| We will configure `mobile-paytable-content` and `mobile-rules-content` the same as configure for desktop. | [Configure prefabs Desktop](./info-pages#setup-prefabs-desktop) |
-| 4 | Locate **Paytable** spawner position in `mobile-ui`, then use prefab configured.| Search for the `mobile-paytable-content-spawner` in `mobile-ui` prefab. |  |
-| 5 | Locate **Rules** spawner position in `mobile-ui`, then use prefab configured.| Search for the `mobile-rule-content-spawner` in `mobile-ui` prefab. |
 |
-
-:::tip
-
-If the game already have server, we will check config settings from server.
-
-1. Run DevTools on Browser, on tab **Network** find message with **event** = "config".
-
-2. Check values in **paytable** and compare it with what we've done.
-
-
-:::
\ No newline at end of file
+**Tip**:
+- If the game has a server, verify config settings:
+ 1. Open DevTools, navigate to the **Network** tab, and find the message with **event** = "config".
+ 2. Compare **paytable** values with the configured setup.
+ - 
\ No newline at end of file
diff --git a/docs/02-setup-main-game/img/05-main-scene/special-win-coin-internation.png b/docs/02-setup-main-game/img/05-main-scene/special-win-coin-international.png
similarity index 100%
rename from docs/02-setup-main-game/img/05-main-scene/special-win-coin-internation.png
rename to docs/02-setup-main-game/img/05-main-scene/special-win-coin-international.png