Heads or Tails model guide
Read as Markdown · All game guides · Measured native reference
Replacement skin support
This game supports the v2 skin contract. Replace the visible body and the exact named physical meshes listed at the end of this page. Use the surround and trim suggestions below to add matching scenery. Preserve the functional regions and state-dependent clearances described here.
Station identity
The player-facing game may be called Heads or Tails or Coinflip. Its asset is coinflip, with station IDs coinflip:0 through coinflip:4. Use floor elevation Y = 0–64 and scale [1,1,1]. The native root is coinflip in the game library.
Preserve the supplied coin, pedestal and controls. A gold disc uploaded as a separate prop is static scenery; it will not inherit the native flip animation or become a wager target.
Controls and readouts
| Region | Native behavior |
|---|---|
| Heads | Selects Heads; native choice index 0 |
| Tails | Selects Tails; native choice index 1 |
| Flip | Starts the configured wager |
| Stake − / + | Changes the configured stake when allowed |
| SET / settings surface | Opens supported bet controls |
| Coin surface | Also provides a native settings interaction |
result_display | Shows the selected side, flipping state and settled result |
bet_display | Shows the current stake |
The current physical buttons are measured in games.coinflip.controls. The native coin, top, result_display and bet_display references identify the artwork and live-display locations. Use the current GLB and generated reference together; a generic round-table diagram does not describe its control placement.
Animation clearance
Leave space above the resting coin and around its full rotating shape. The rest-pose mesh bounds do not include its toss envelope. Do not add a low dome, hanging sign, foliage or decorative second coin in that volume. A still render can appear correct while the first animated flip clips through the new artwork.
Both faces must remain visually distinct and visible during the native animation. Do not rotate, mirror, rescale or swap the actual coin mesh in a downloaded reference and expect the runtime to adopt it. Do not bake an always-visible Heads or Tails result into decorative artwork. The native client reconciles the final face and displayed outcome with the game result.
Original surround recipe
Use separate low pedestal accents, an outer side medallion or a small sign beyond the coin's travel. Keep the native top and its controls intact. Avoid an encircling shell whose box collider spans the player's approach. Keep front furniture low enough to reveal both the buttons and the result display from normal eye height.
Use a neutral or coordinated material palette around the selection buttons so the native selection highlight stays obvious. A custom decorative heads/tails emblem should not look like a second clickable choice bank. Use the approved control.choice_0 or control.choice_1 skin socket for a functional replacement; body decoration alone has no action.
Review and AI brief
Inspect both selected sides, the start of the toss, the highest/rotating portion, landing on each face and the result readout. Confirm that the result and selected-side text are not confused. Check a portrait phone and a side view, not just a top-down render. Use an authorized preview for active animation; do not spend funds merely to check art.
Get game_skin_contract for coinflip and download my current world draft.
Build an original [theme] replacement body in Blender using the reference socket
measurements and the preserved gameplay regions described in this guide.
Upload static body/button assets; bind only the listed control/part sockets.
Keep native labels, game values and collision. Use supported v2 placements, clips
and result-motion channels for presentation changes.
Save with game_skin_save and the current revision. Inspect the fitted model
and report budgets and reviewed states. Do not upload code or publish via MCP.
See the shared authoring workflow for export and alignment.
Reference skin sockets (v1 and v2)
Read game_skin_contract({"game":"coinflip"}) before saving. The current fingerprint is 4aeda6f64c6196b1. The live catalog is authoritative if a copied example differs.
The replacement body is fitted to station-local world bounds [-1.8820678, 0, -1.8820678] through [1.8820678, 2.2867124, 1.9651924]. Width, height and depth are [3.7641356, 2.2867124, 3.8472602]. These values already include source scale. Entity scale remains [1,1,1].
| Accepted binding slot | Fixed native action | Fixed index / seat | Native label | World-space bounds, minimum → maximum |
|---|---|---|---|---|
control.stake_up | stake_up | None | + | [-1.1901888, 1.5770159, 1.0979373] → [-0.9114535, 1.6789612, 1.3851821] |
control.quick | quick | None | FLIP | [-0.893638, 1.577016, 1.1731573] → [-0.2983382, 1.6789613, 1.768457] |
control.choice_0 | choice | index 0 | HEADS | [-0.1802341, 1.577016, 1.3181641] → [0.3057053, 1.6789613, 1.8041035] |
control.settings | settings | None | SET | [1.1092243, 1.5770159, 0.7276015] → [1.619774, 1.6789612, 1.2370141] |
control.choice_1 | choice | index 1 | TAILS | [0.4431057, 1.577016, 1.1039054] → [1.0625484, 1.6789613, 1.7233481] |
control.stake_down | stake_down | None | − | [-1.4615017, 1.5770159, 0.8857512] → [-1.173393, 1.6789612, 1.1743036] |
Only slot and the converted model asset hash go in each binding. Action, index and seat columns explain platform behavior; do not copy them into uploaded JSON. All listed sockets are optional visual overrides. Omitted sockets retain native meshes. Repeated Settings actions are distinct physical sockets and must use the exact listed ID. The catalog provides exact mesh-local localBounds for fitting and the full matrixSource for native orientation.
Optional static surface: part.playing_surface, native reference top, world bounds [-1.6185782, 1.3927301, -1.5056542] through [1.6185782, 1.4115508, 1.5056542]. Its replacement does not move cards, the animation rig or the interaction proxy.
Save a skin with game: "coinflip", its current fingerprint, a converted body hash and the chosen bindings. Apply it only to existing coinflip:<index> entities. Declare each binding in the skin manifest. Follow the exact manifest and fitting rules and the export workflow.
V2 layout and animation
Fetch game_skin_contract({"game":"coinflip"}). Use presentation.targets to position the body, complete display and each listed physical control. Control labels and clickable proxies follow their target; action/index/seat identity stays the same. Numeric idle and result clips are supported. Its result-motion channels are coin_flip. Use the per-result progress and zero endpoint offsets described in the contract. Reference dimensions above describe the neutral layout before v2 placement. See the exact fields, transforms and limits.