The raised playfield value is actually a height offset to everything. If you add a value say 50 everything will be raised by 50 units because the playfield is the relative origin for every other element on the table. Therefore you have to enter a negative height for walls for example if you want to go under the playfield because the playfield height 50 is your new 0 ;)
Regarding the alpha value to punch holes in the playfield: this is a just a visual feature and doesn’t have any impact on the physics. Therefore you need a kicker hole to simulate the fall through situation. The physics engine normally expects a flat playfield without any holes, just the kicker supports that by adding a special event to the engine that the ball can “fall” through something. So because the physics engine doesn’t support flying/falling balls you always need an extra event to destroy a ball on the playfield and create one under the playfield if a normal kicker can’t be used.
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