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# Free Spin
## Overview
The **Free Spin (or Free Games) Feature** awards players a set number of spins without requiring additional bets. During these spins, players can still win prizes—often larger than in the base game—without spending any of their own credits.

## Implementation Guide
### Prepare Assets
| Component Type | Description | Visual |
|------------------------|---------------------------------------------------|--------|
| **Core Components** | Locate the prefabs from the core package. |  |
| **Game-Specific Components** | Prefabs are already present in the main game scene. |  |
### Setup
#### Step 1: Configure Animation Provider
- Add Free Spin background animation in **Animation Provider**.

#### Step 2: Configure Display
- **landscape**:

- **portrait**:

#### Step 3: Asset Example

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#### Main Scene Structure Free Spins
Your scene should include the following nodes:
- **Trigger**
- **Retrigger**
- **Win**

| Property | Description |
|------------------------- |----------------------------------------------------------|
| `transitionStart` | Triggers the show animation when Free Spins start.
Default: `null`. |
| `transitionStop` | Triggers the return animation to the base game.
Default: `null`. |
| `nodeActivate` | Maintains the visual state during Free Spins. |
| `freeSideBandContainer` | Activates the Free Spins side band visual. |
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#### Component Configuration
##### Trigger and Retrigger Setup
Configure animations for both trigger and retrigger.


| Node Name | Purpose | Location in Core Package |
|-----------| ------------------------------------------------ | ---------------------------------------------------------- |
| `content` | Zoom-in and zoom-out animation | `assets/core-assets/slotty-core/packages/feature-game/animations` |

| Property | Description |
|------------------------|---------------------------|
| `durationPresentation` | Specifies how long (in seconds) the animation trigger plays before auto-stopping |

| Prefab Name | Purpose | Location in Core Package |
| ----------- | ------------------------------------------------ | ---------------------------------------------------------- |
| `explosive` | Background animation effect triggered by numbers | `assets/core-assets/hyper-core/packages/explosive/prefabs` |


| Node Name | Purpose | Location in Core Package |
|-------------|---------------------------------------------------------------------------------------|-------------------------------------------------------------|
| `particles` | - Particle effects around title and number triggers.
- Set scale to `1` for visibility | `assets/core-assets/slotty-core/packages/present/particles` |
:::tip
Set up the **present freespin retrigger** in the same way as the **present freespin trigger**.
:::
##### 1. present freespin trigger
Add fonts and textures for Free Spin trigger.

##### 2. present freespin retrigger
Add fonts and textures to show retrigger effect.

##### Add Font

#### 3. Present Free Spin Win
**Free Spin Win Setup**

| Property | Description |
|-------------------------|-----------------------------------------------------------------------------------------------|
| `content` | Node for displaying the win animation content. |
| `durationPresentWin` | Duration (in seconds) that the win presentation is shown. |
| `animation` | Animation controller for the win presentation.
Located at: `assets/core-assets/slotty-core/packages/feature-game/animations` |
| `clipStartPresentation` | Animation clip played when the win presentation starts. |
| `clipStopPresentation` | Animation clip played when the win presentation ends. |
| `allowPresentWinPoint` | Enables the display of win points during the presentation. |
| `durationCountPoint` | Duration (in seconds) for counting up win points. |
| `lblTotalWinPoint` | Label node showing the total win points. |
| `lblTotalFreeSpinCount` | Label node showing the total number of free spins awarded. |
- Add congratulatory font and texture for the win display.

---
:::tip Best Practice
Follow the visual and font flow as defined by your game's design system.
:::
---
#### Free Spins Count Box
| Step | Description | Image |
|------|-----------------------------------------------|-----------------------------------------------|
| 1 | Locate the `freespins-count-box` prefab in the Core package. |  |
| 2 | Add the `freespins-count-box` prefab to your main game scene. |  |
| 3 | Verify appearance in both desktop and mobile modes. |  |
##### Platform Setup
| Platform | Node Name | Component to Add | Example Image |
|----------|--------------------------|-----------------------------|-------------------------------------------------------|
| Desktop | `freespins-box-desktop` | `Platform-ui-controller` |  |
| Mobile | `freespins-box-mobile` | `Platform-ui-controller` |  |
##### Asset Setup
| Platform | Asset Path | Example Image |
|----------|-------------------------------------------------------------------|-------------------------------------------------------------------------------|
| Desktop | `assets/game-assets/textures/desktop/preloads/main-game/custom-scale` |  |
| Mobile | `assets/game-assets/textures/mobile/preloads/main-game/custom-scale` |  |
| Common | Freespins Background |  |
##### Asset Font

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#### Sidebands (Optional)
- Optional visual element, commonly used in classic or legacy slot designs.
| Overview | Setup |
|-------------------------------------------|----------------------------------------------|
|  |  |
**Asset Mapping:**
| Asset Name | Node/Preference Name |
|------------|----------------------|
| `anim-free-sideband-static` | `particle-free-sideband` |
| `sideband-back` | `sideband-back` |
| `sideband` | `sideband` |
| `sideband-shine` | `sideband-shine` |
| `sideband-static` | `liquid` |
| `indicator-static` | `indicator-static` |
---
#### Transition Effects (Optional)
create new node and add `transition`, `transition-scaler` component.

| Property | Description |
|--------------------|--------------------------------------------|
| `content` | Target node for transition effects |
| `animationName` | Animation identifier/reference |
| `sfxName` | Sound effect identifier |
| `transitionFrame` | Frame to trigger transition callback |
##### Asset Setup
1. Add transition animation to the **Animation Provider**.
2. Match the animation name with the correct node.

**add preferrence**
Configure preferences as needed for your transition.

**Example Result:**

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## Final Result Examples
| Phase | Image |
|-------|-------|
| Trigger |  |
| Active Scene |  |
| Completion |  |