The complete RPG Engine for Unity
You’ve just discovered ORK Framework, now what?
Since ORK Framework is an editor extension for Unity, this documentation assumes that you’ll know the basics of Unity. If you’re looking for tutorials and learning materials on Unity, head over to their website.
Importing ORK Framework into your Unity project works like importing any other asset. Depending on the used Unity version, you can import it from the Asset Store window or the Unity Package Manager.
If you’ve got ORK Framework as a unitypackage file or want to import an extension or plugin (e.g. a new UI module) from a unitypackage file, just drag the file into your Unity window and drop it over the Project tab to start the import process.
ORK Framework will import Makinom and it’s core functionality and editor (in form of DLL files), the Unity UI module (also in form of DLL files) and gizmo icons for components and data assets.
ORK and Makinom comes with the Unity UI module as part of the standard import.
If you don’t want to use it you can skip importing it by disabling the UI module DLL files in the import window:
ORK’s editor is integrated in the Makinom 2 editor. Once imported, you can open the Makinom editor via Unity’s menu: Window > Gaming Is Love > Makinom
Open multiple Makinom editor windows via: Window > Gaming Is Love > Makinom (Multi-Window)
This can be useful if you want to compare settings side-by-side or open multiple schematics.
Alternatively, you can also open the Makinom editor via keyboard shortcuts (displayed beside the Unity menu items). The shortcuts will depending on the operating system you’re working on, e.g. in Windows you can open Makinom via Ctr + Alt + M and Ctrl + Alt + Shift + M (for multi-window use).
ORK 3 will add new sections and sub-sections to the Makinom editor. Certain settings are also added to already existing sub-sections of Makinom:
Learn more about the Makinom editor in the Makinom editor documentation.
The first time you open the Makinom editor in a Unity project will automatically create 2 assets in Makinom’s data folder: Assets/Gaming Is Love/_Data/
The project asset will remain blank/empty until you save in the Makinom editor (which will also save additional data assets).
One of the first things you should do after importing ORK Framework and Makinom is selecting the UI system you want to use. While Makinom comes with the Unity UI module, it doesn’t have it selected in a new project.
Go to UI > UI System in the editor and select the UI module you want to use in the UI System Type setting.
Changing the UI system will prompt a confirmation dialogue:
Using a different UI system will cause UI related settings to change, discarding previous setup. This is mainly the case in UI boxes and HUDs, where part of their setup depends on the used UI system, but can also impact the setup of UI related schematic nodes.
Learn more about the UI system here.
The first time saving will create additional assets in sub-folders of Assets/Gaming Is Love/_Data/.
The individual settings of list content (e.g. input keys or combatants) are saved in their individual data assets. E.g. each input key will have it’s own data asset in the Input Key sub-folder.
To save the settings, click on the Save Settings button in the bottom right of the Makinom editor window. This’ll show you the changes that will be saved and offer some additional options (more on them below).
Since it’s the first save, it’ll show a long list, since everything is new.
Learn more about saving settings in the Makinom editor documentation.
Makinom’s scene wizard is a small window to help you add ORK Framework and Makinom game objects or components to your scenes.
Open it using the Unity menu: Window > Gaming Is Love > Makinom Scene Wizard
You can open the scene wizard via a keyboard shortcut, e.g. in Windows: Ctrl + Alt + W
The scene wizard allows you to create new game objects with already added ORK/Makinom components (e.g. music players, scene changers, battles, etc.), add components and machines to selected game objects, create new camera positions by using a scene camera and a game object as references, test formulas using 2 game objects in your scene (for position related mechanics) and add a game starter to your scene.
The scene wizard can also display help texts from ORK/Makinom settings you hover over. E.g. help texts from inspectors can be displayed that way without having the Makinom editor opened.
The extension manager can be used to browse, download and import available extensions (e.g. plugins, custom nodes, other scripts or schematics) for ORK and Makinom.
Open it using the Unity Menu: Window > Gaming Is Love > Makinom Extension Manager
Make sure to save your open Makinom project or schematics (in the Makinom editor) before importing any package, as importing a package will reset all unsaved changes.
To use ORK and Makinom in your running game, you need to initialize it before being able to access any functionality (e.g. a machine running a schematic).
Initializing ORK/Makinom in your scene is done using a Game Starter or ORK Game Startercomponent, which selects the Makinom project asset that should be used.
Add game startes using the scene wizard or simply add the component via Unity’s component menu:
You can have a game starter in each of your scenes to be able to hit play in the Unity editor right there, once Makinom is initialized, other game starters will not be used.
Both the Game Starter and the ORK Game Starter components can be used – the ORK Game Starter has additional options to either load ORK’s main menu scene or show ORK’s main menu after initialization. Other than that, it doesn’t matter which game starter component is used.
Learn more about game starters here.
You’re probably eager to try out ORK Framework – but where to start?
ORK 3 is currently in it’s beta phase, i.e. there are no fully fledged tutorials available yet. You can follow ORK 2’s old game tutorial series, which’s overall features, settings and workflow are still relevant in ORK 3. There’ll be some changes, especially in where to find settings, check out the ORK 3 BETA page for details on that.
To learn more about Makinom, check out Makinom’s getting started documentation.
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