Unity + Playmaker - EASY Pinball Game - Artwork Speedbuild
In this mini Unity + Playmaker EASY Pinball Game tutorial series, I am going to show setting up the artwork in this speedbuild using the graphics that I provide in the link below. ► Download the board graphics here: https://bit.ly/3BWk0v2 (to Join my discord server add a comment and I'll reply wit
This part of the Playmaker pinball series answers the previous video's homework - building the right flipper from the left one - then organizes the scene and kicks off an artwork speedbuild that starts turning a bare physics board into a real pinball table.
Organize the scene first
Before the artwork lands, the hierarchy gets structure. Everything the ball will physically interact with goes into an empty game object called Interactives - both flippers live there now. A second container, Board Artwork, holds the purely visual graphics that sit in the background and never touch the ball. This split sounds trivial, but as a pinball table grows it keeps the physics objects and the decoration cleanly separated, which pays off every time you need to find or tweak a collider.
Building the right flipper from the left
If you tried the challenge and could not get it working, here is the exact recipe. Take the left flipper setup and rotate the graphic to negative 150 degrees so it sits on the correct downward axis for the right side. Rotate the hinge joint as well, so its rotation is appropriate for that flipper's orientation. In the Playmaker FSM everything stays identical except one value: in the flip state, the force changes from positive 10,000 to negative 10,000. Positive force rotates the flipper counterclockwise; negative rotates it clockwise - and that single sign flip is the entire difference between a left and a right flipper.
Prefab the flippers
With both flippers working, each becomes a prefab. That means a right and left flipper can now be dropped in anywhere in the game - future tables, or additional flipper pairs higher up this one - without rebuilding the joint and state machine each time. Any interactive you expect to reuse deserves the same treatment.
The artwork speedbuild
From there the video shifts into a speedbuild, throwing the pinball graphics at the board to build out the playfield background. This pass is purely visual - the interactive components that respond to the ball come in the next part of the series - but it is the moment the project stops looking like a physics test and starts looking like a pinball game.





