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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • Quickstart Extended
  • Battle Tutorials
    • Adding Active Time Battles
    • Adding Phase Battles
    • Hit & Miss
    • Critical Hits
    • Cast Time
    • Grid 01: Battle Grid Setup
    • Grid 02: Highlights
    • Grid 03: Cell Types
    • Grid 04: Move Command
    • Grid 05: Scene Grid Setup
    • Grid 06: Battle Ready
    • Grid 07 Use & Affect Ranges
    • Grid 08: Better Camera Control
  • Gameplay Tutorials
    • Multiple Interaction Controllers
    • Player Group Spawn & Follow
    • Spawn Hunting Enemies
    • Gamepad Controls (Unity Input System)
    • Combined Inputs
    • Quests 01: Menu Screen
    • Quests 02: Hunting
    • Quests 03: Collect Potion Materials
    • Quests 04: Collect Equipment Materials
    • Quests 05: Quest Mark HUDs
    • Crafting 01: Menu Screen
    • Crafting 02: Materials & Recipes
    • Crafting 03: Getting Materials
    • Crafting 04: Proficiency & Critical Outcome
    • Shop
    • Inventory Containers
  • Schematics Tutorials
    • UI Animation Schematics
    • Flying Text Animation Schematics
    • HUD Conditional Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Status Value UI Setup
    • Unity UI: Status Effect UI Setup
    • Unity UI: Shortcut UI Setup
    • Unity UI: Dragging Notification
    • Unity UI: Interaction HUD
    • Unity UI: Shortcut HUD
    • Unity UI: Turn Order HUD
    • Unity UI: Cast Time HUD
    • Unity UI: Quest HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Move Range HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Documentation
  • Section: UI

Cursor Settings

Use different cursors depending on the game’s state and what the cursor is hovering over.

The cursor settings are found in UI > Cursor Settings.

The cursor settings can optionally be used to change the cursor, e.g. when hovering over targets during target selection.

Default Cursor #

The default cursor is used whenever no other cursor is being used.

If no cursor texture is selected, the system cursor is used.

Target Selection Cursors (Valid) #

The target selection cursors are used during target selection.

The Valid cursors are used when hovering over a valid target.

Target Self Cursor #

The target self cursor is used when hovering over a valid target for Self targeting actions.

If no cursor texture is selected, the default cursor is used.

Target Ally Cursor #

The target ally cursor is used when hovering over a valid target for Ally targeting actions.

If no cursor texture is selected, the default cursor is used.

Target Enemy Cursor #

The target enemy cursor is used when hovering over a valid target for Enemy targeting actions.

If no cursor texture is selected, the default cursor is used.

Target All Cursor #

The target all cursor is used when hovering over a valid target for All targeting actions.

If no cursor texture is selected, the default cursor is used.

Target Selection Cursors (Invalid) #

The target selection cursors are used during target selection.

The Invalid cursors are used when hovering over an invalid target.

Target Self Cursor #

The target self cursor is used when hovering over an invalid target for Self targeting actions.

If no cursor texture is selected, the default cursor is used.

Target Ally Cursor #

The target ally cursor is used when hovering over an invalid target for Ally targeting actions.

If no cursor texture is selected, the default cursor is used.

Target Enemy Cursor #

The target enemy cursor is used when hovering over an invalid target for Enemy targeting actions.

If no cursor texture is selected, the default cursor is used.

Target All Cursor #

The target all cursor is used when hovering over an invalid target for All targeting actions.

If no cursor texture is selected, the default cursor is used.

Target Selection Cursors (None) #

The target selection cursors are used during target selection.

The None cursors are used when not hovering over any target.

Target Self Cursor #

The target self cursor is used when not hovering over any target for Self targeting actions.

If no cursor texture is selected, the default cursor is used.

Target Ally Cursor #

The target ally cursor is used when not hovering over any target for Ally targeting actions.

If no cursor texture is selected, the default cursor is used.

Target Enemy Cursor #

The target enemy cursor is used when not hovering over any target for Enemy targeting actions.

If no cursor texture is selected, the default cursor is used.

Target All Cursor #

The target all cursor is used when not hovering over any target for All targeting actions.

If no cursor texture is selected, the default cursor is used.

In Action Cursors #

The in action cursors are used while a combatant is in action.

Player In Action Cursor #

The player in action cursor is used when a player controlled combatant is in action.

If no cursor texture is selected, the default cursor is used.

Ally In Action Cursor #

The ally in action cursor is used when an ally of the player is in action.

If no cursor texture is selected, the default cursor is used.

Enemy In Action Cursor #

The enemy in action cursor is used when an enemy of the player is in action.

If no cursor texture is selected, the default cursor is used.

Attack Range Cursors #

The attack range cursors are used while a player controlled combatant selects battle actions (not during target selection).

The cursor indicates if valid targets are within use range of the combatant’s base attack or not.

In Range Cursor #

The in range cursor is used when valid targets are within use range of the combatant’s base attack.

If no cursor texture is selected, the default cursor is used.

Out Of Range Cursor #

The out of range cursor is used when no valid targets are within use range of the combatant’s base attack.

If no cursor texture is selected, the default cursor is used.

Grid Battle Cursors #

The grid battle cursors are used during grid cell selections.

Placement Cursors #

The placement cursors are used while the player places combatants on the grid.

There are different cursors for cells that allow placement and where placement isn’t possible.

Orientation Selection Cursor #

The orientation selection cursor is used during the grid orientation selection.

If no cursor texture is selected, the default cursor is used.

Move Command Cursors #

The move command cursors are used while a player controlled combatant selects a grid cell to move to.

The cursor indicates if valid cell is selected or not.

There are different cursors for cells that can be moved to and where movement isn’t possible.

Examine Cursors #

The examine cursors are used while a player is examining the grid.

There are different cursors for blocked and not blocked cells.

Other Cursors #

There are also other ways to change the cursor.

Object Contents, Content Types #

Object contents and their content types have settings for changing the cursor while the cursor is over an object in the scene.

You can add object contents to objects in your scene using Object Content components. Learn more about object contents in this documentation.

Schematics #

Schematics can change the cursor using the Change Cursor Texture node.

There are additional nodes available to change the cursor’s state (e.g. lock it), hide it or check it’s current state.

Table of Contents
  • Default Cursor
  • Target Selection Cursors (Valid)
    • Target Self Cursor
    • Target Ally Cursor
    • Target Enemy Cursor
    • Target All Cursor
  • Target Selection Cursors (Invalid)
    • Target Self Cursor
    • Target Ally Cursor
    • Target Enemy Cursor
    • Target All Cursor
  • Target Selection Cursors (None)
    • Target Self Cursor
    • Target Ally Cursor
    • Target Enemy Cursor
    • Target All Cursor
  • In Action Cursors
    • Player In Action Cursor
    • Ally In Action Cursor
    • Enemy In Action Cursor
  • Attack Range Cursors
    • In Range Cursor
    • Out Of Range Cursor
  • Grid Battle Cursors
    • Placement Cursors
    • Orientation Selection Cursor
    • Move Command Cursors
    • Examine Cursors
  • Other Cursors
    • Object Contents, Content Types
    • Schematics
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