Inspiration

As a game designer, I often use chance mechanics because they add a lot of engagement when well implemented. My first inspiration came from gambling games—I was looking for a proper fortune wheel inside Meta Horizon, I founded some maps that use some but not as good as I was looking for so far. The strong impact of the “bottle challenge” inspired worlds also confirmed that players really enjoy this type of feature. I wanted to create a spin wheel that is fully customizable and easy to use, so any world can add randomization, cool animation effects, suspense, and replayability.

What it does

This asset provides a spin wheel mechanic, perfect for any world that needs a gambling, randomization, or party-game effect. It is lightweight, optimized for all devices, and easy to integrate into your world.

Here is few ideas of how it can be implemented into your own world:

  • In a party game, the wheel decides which minigame players will face next, adding suspense and variety to every match.
  • In a daily reward, players spin to collect randomized resources or cosmetics, great for engagement.
  • In a gambling-style reward system, players can spend tokens to spin the wheel and win random prizes, really addictive, so use it carefully in your world economy system.
  • In a quiz or challenge world, the wheel selects the next category or difficulty level for players.
  • In a bonus/malus mechanic, spinning the wheel gives players temporary boosts—or tricky handicaps.
  • In a role assignment system, the wheel randomly chooses who starts as the “seeker,” “leader,” or “traitor.”
  • In a social hangout world, the wheel can launch fun dares or challenges like “dance,” “spin,” or “clap.”
  • In a tournament hub, the wheel can decide matchups or generate special event modifiers.

Features overview:

  • Slices & Content: Add 1–10 slices with text or numbers, customize colors/patterns, and add optional icons.
  • Text Control: Set text direction (horizontal, vertical, line break) and font size.
  • Spin Behavior: Prebuilt animations—choose clockwise or counter-clockwise, spin the wheel or the arrow, adjust arrow position, configure spin duration and number of turns.
  • Feedback & UI: Enable/disable feedback, use a built-in spin button, or trigger spins via actions (no UI required).
  • Integration: Manage multiple wheels with a data script system.
  • Events: 5 different callbacks provide player, wheel, result, and result type.

How I built it

As always, I started with a Figma board to define requirements and the user flow. Designing a customizable asset that can serve as a core gameplay brick in many use cases required a time for brainstorming and to get inspiration. My main focus was defining was features could be really relevant for these assets, and how it should be implemented in a world and customized by everyone. Defining all the potentials use-cases was really helpful for this.

Then came the hardest part, the development. As a designer, I didn't know before how to code in typescript. But I'm more used to script in C# so it went quickly more easy I needed to learn a lot of typescript development so I tried first to dive into tutorials, and it came faster than I was expect the first day I tried. I used the AnimationBinding provided by Meta, and was really happy to have this feature, as my spinwheel came to life quickly.

Challenges I ran into

This was my first time using the Meta Horizon Creator Editor. The biggest challenge was learning TypeScript. I usually work with Unity and C#, so the coding approach was new to me. The beginning was hard, but I was surprised at how quickly I was able to adapt and start creating.

Also, I was thinking of a more big picture project firstly, when I realized that the time was quite short and that I wanted to learn typescript in solo, going back to a mini asset challenge was a better option. I'm still considering the big project I had in mind, but will need some time and some help to build it.

Accomplishments that I am proud of & What I Learned

I built every part of this project from scratch, from the initial design to the final implementation. Being able to take the concept from an idea to a fully functional spin wheel asset in Meta Horizon Worlds was extremely rewarding and fun for me. It allowed me to explore new tools, adapt to TypeScript, and create a system that is both robust and easy to integrate into any world.

I’m particularly proud of how far the customization goes. Each wheel can be tailored with different slices, colors, icons, animations, and events, giving creators a flexible and powerful tool. This level of customization makes the asset usable in many contexts—from simple reward systems to complex party game mechanics—while keeping it intuitive for anyone to set up and enjoy.

Can't wait for other creator to use this asset in a map.

What’s next for Customizable Spin Wheel in Meta Horizon Worlds

I really look forward to collect community feedback and release a V2 with even more features and enhance the customization part. Also, I am thinking about a game concept for MHW that I strongly want to build and that will be using this asset as one of the game loop. Stay tuned guys!

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