Studio Design

Configuring a Spin Wheel

4 min readUpdated

Set up a Spin Wheel's segments, spin behavior, and scoring in a roomy Configure dialog, opened right from the canvas.

A Spin Wheel turns your lesson into a moment of suspense — learners spin a wheel of your own segments, it lands on one, and the actions you defined for that segment run. It has a large setup — the segments themselves, how the wheel behaves, and how it's scored — so all of it lives in a dedicated Configure dialog with room to work, instead of being squeezed into the narrow right sidebar.

Opening the Configure dialog

Select a Spin Wheel on the canvas. A floating ⚙ Configure button appears just above it.

Click ⚙ Configure to open the dialog. Alongside the settings you'll see a live preview of the wheel — segment labels, hub, and your Style colors and font, just as learners will see it at rest — so you can check it while you edit (you can't see the wheel itself behind the dialog). From top to bottom the dialog has:

  • Scoring — whether the wheel contributes to the score, and its Group. There's no Points field here: the wheel's points come from its segments.
  • Content — how the wheel behaves, plus the list of segments and the actions each one fires.

Setting up the segments

Work in the Content section. A spin wheel has between two and twenty-four segments, shown with a Segments (N/24) count. For each segment you can set:

  • Label — what the learner sees in the wedge. Short labels (one or two words) read best.
  • Color — the wedge fill color. Use distinct, contrasting colors so learners can see where the wheel landed at a glance.
  • Weight — relative probability. Equal weights (the default) make every segment equally likely; a weight of 3 is three times more likely than a weight of 1 — use this for a "rare prize" wheel.
  • Points — points added to the widget's score when this segment is selected (these only count when Scoring is on).
  • On Selected — the actions that run after the wheel lands on this segment (navigate to a scene, set a variable, play an effect, call a method on another widget, and so on).
  • Add Condition — optionally run the segment's actions only when a condition holds. The spin still counts either way.

Reorder segments with the up/down arrows, add new ones with + Add, and remove any you don't need.

Setting how the wheel behaves

Still in Content:

  • Max spins — how many times the learner may spin the wheel. After the limit, the wheel locks.
  • Require spin to complete scene — when on (and Scoring is enabled), the scene can't be marked complete until the wheel has been spun at least once. Use this when the spin is a required step.
  • Spin duration — how long the wheel spins before landing, in milliseconds. The default of four seconds suits most lessons; lower it for fast-paced games.
  • Show pointer — toggles the triangular pointer at the top of the wheel.
  • Never repeat winning segments — when on, a segment that has already won is excluded from future spins, and the wheel locks once every segment has been chosen. Useful for fair random pickers — picking each student exactly once, working through a vocabulary list, etc.

Grading the wheel

Scoring is on by default, so the dialog opens with the on/off and group controls already at the top. The spin wheel has no single "right" segment — instead, points come from each segment's own Points field in Content, and the Scoring section shows what the whole wheel is worth: the best segment on every spin, or with Never repeat winning segments on, the best _different_ segments, one per spin. That's the total a learner is graded out of — including one who never spins.

When Scoring is on, the wheel can do two things:

  1. Award points based on which segment is selected — the score adds to the scene and lesson totals according to your scope settings.
  2. Gate the scene — with Require spin to complete scene on, the scene won't be considered complete until the wheel has been spun.

If you set Require spin to complete scene but leave Scoring off, you'll see a reminder — the gate only applies when scoring is on.

Saving your changes

Nothing you change in the dialog affects the widget until you save it. The canvas keeps showing the last saved version while you work.

  • Save applies your Content and Scoring changes to the widget.
  • Cancel throws the changes away and leaves the widget as it was. Pressing Esc, clicking the ✕, or clicking outside the dialog does the same thing. If you've made changes, you'll be asked to confirm before they're discarded, so an accidental click can't lose your work.

Heads-up warnings

The dialog watches for a couple of common setup mistakes and shows an inline warning next to the control it affects (and a one-line summary near Save):

  • Fewer than two segments.
  • A segment label is blank.
  • Require-spin gating is on but Scoring is off.

These are reminders, not roadblocks — you can still Save with a warning showing if that's really what you want.

What stays in the sidebar

Only Content and Scoring move into the Configure dialog. Style & Layout — the hub background, label, border, and pointer colors, fonts, font size, and cursor — still lives in the right sidebar, the same as every other widget. So do the widget's behaviors/triggers, visibility, and position. Select the widget and the sidebar shows its Style & Layout settings while the dialog handles the segments and scoring.

Learn by doing

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