freezy
freezy
Yes, so additionally to the motor coil input, we the component should get a coil input for each reel so it can be blocked if necessary.
Yes that would be the other way. Add a "blocking" coil input to the score reel display component and a "motor running" switch to the motor component and hook them...
So the one thing I missed when writing the issue was that there's a circuit behind the motor switches that contains logic that *then* triggers the reel coils. So how...
We could also integrate this as an optional config into the reel component directly, then you don't need to explicitly wire the outputs to the reel's inputs.
Alternative UI that is less error-prone. Pattern can be dragged to sort.
I would say: 1. For each reel, figure out how many steps it needs to go. 2. If all are single-scoring or none, do it and exit 3. Otherwise, apply...
Thanks, will have a look.
Thanks! Yes, there's a [wiki page](https://github.com/freezy/VisualPinball.Engine/wiki/Documentation) about how to build the doc locally. I'll go through it tomorrow. One thing I think could be improved is the inspector of the...
BTW, cc @rothbauerw Some interesting input from you would be if [this](https://github.com/Cupiii/VisualPinball.Engine/blob/Feature-FlipperTricks/VisualPinball.Unity/VisualPinball.Unity/VPT/Flipper/FlipperColliderComponent.cs#L82-L120) looks like a good way of configuring it.
So for procedurally created meshes, it's quite easy, we can just check the creation parameters. However for primitives I'm wondering how this should work. Table authors tend to merge static...