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ORK 3 Documentation

  • Getting Started
    • Introduction
    • First Steps
    • Game Starters
    • Components Overview
    • Player/Camera Controls
    • Game Over
    • Support: Sending Test Projects
  • Editor
    • Editor Overview
    • Base/Control Section
    • Game Section
    • UI Section
    • Templates Section
    • Status Section
    • Inventory Section
    • Combatants Section
    • Battles Section
  • Features
    • Animations
    • Areas & Teleports
    • Combatant Triggers
    • Control Maps
    • Difficulties
    • Factions
    • Formations
    • Formula Nodes
    • Logs
    • Loot
    • Move AI
    • Quests
    • Research Trees
    • Schematic Nodes
    • Shortcut Slots
  • Status System
    • Status Values
    • Status Effects
    • Attack/Defence Modifiers
    • Abilities
    • Combatants
    • Classes
    • Status Bonuses
    • Status Conditions
  • Inventory System
    • Inventory System Overview
    • Currencies
    • Items
    • Equipment
    • AI Behaviours/Rulesets
    • Crafting Recipes
    • Shops
  • Battle System
    • Battle Systems
    • Adding Battles to Scenes
    • Calculating Action Results
    • Battle Menus
    • Battle AI
    • Battle AI Nodes
    • Battle Ranges
    • Battle Camera
    • Target Selection
    • Battle Spots
    • Battle Texts
    • Battle End & Loot Dialogues
    • Action Combos
    • Damage Types
    • Cursor Prefab Components
    • Grid Battles
    • Adding Battle Grids to Scenes
    • Battle Grid Highlights
    • Battle Grid Formations
  • UI System
    • UI System Overview
    • Start Menu
    • Option Categories
    • Menu Screens
    • Notifications
    • Combatant Selections
    • Quantity Selections
    • Text Display Settings
    • Cursor Settings
    • Console (In-Game)
    • Menu Requirements
    • HUDs: Content Providers
    • HUDs: Conditions
    • HUDs: Click Actions
    • HUDs: Text Content
    • HUDs: Value Bar Content
    • HUDs: Status Values
    • HUDs: Status Effects
    • HUDs: Attack Modifiers
    • HUDs: Defence Modifiers
    • HUDs: Shortcuts
    • HUDs: Abilities
    • HUDs: Equipment
    • HUDs: Class Slots
    • HUDs: AI Behaviours
    • HUDs: AI Rulesets
    • HUDs: Quests
    • Timebar HUD
  • Scripting
    • Scripting Overview
    • Access Handler
    • Code Extensions
    • Custom Settings
    • Custom Targeting
    • Combatant Scripting
    • Custom Nodes
    • Custom Component Save Data

ORK 3 Tutorials

  • 2D RPG Quickstart
    • START 2D RPG Quickstart
    • 01 Initial 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
    • END 2D RPG Quickstart
  • 3D RPG Quickstart
    • START 3D RPG Quickstart
    • 01 Initial 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
    • END 3D RPG Quickstart
  • Status System Setup
    • START Status System Setup
    • 01 Status Values
    • 02 Status Development
    • 03 Attack/Defence Modifiers
    • 04 Status Effects
    • 05 Formulas
    • 06 Ability & Item Types
    • 07 Abilities Part 1: Attacks
    • 08 Abilities Part 2: Support & Sabotage
    • 09 Abilities Part 3: Elemental Magic
    • 10 Items
    • 11 Equipment Part 1: Slots & Slot Set Templates
    • 12 Equipment Part 2: Weapons
    • 12.5 (Optional) Equipment Part 2.5: Weapons
    • 13 Equipment Part 3: Shields, Armor & Accessories
    • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
    • 14 Equipment Part 4: Available Equipment Templates
    • 15 Loot
    • 16 Battle AIs
    • 17 Combatants Part 1: General Settings
    • 18 Combatants Part 2: Players
    • 19 Combatants Part 3: Enemies
    • 20 Combatant Groups
    • END Status System Setup
  • 3D RPG Playground
    • START 3D RPG Playground
    • 01 Player Setup
    • 02 Start Menu
    • 03 First Interaction
    • 04 Music
    • 05 Areas
    • 06 Collecting Items
    • 07 Displaying Equipment
    • 08 Combatant Prefabs, Icons & Portraits
    • 09 Combatant Animations
    • 10 Camera Positions
    • ANIM 01 Battle Start/End Schematics
    • ANIM 02 Use, Cast & Camera
    • ANIM 03 Abilities & Items
    • ANIM 04 Physical Attacks
    • ANIM 05 Special Actions
    • BATTLE 01 Battle Menu
    • BATTLE 02 Prepare for Battle
    • TURN 01 Turn Based Setup
    • TURN 02 Turn Order HUD
    • ATB 01 Active Time Setup
    • ATB 02 Cast Times
    • ATB 03 Timebar HUD
    • BATTLE 03 The First Battle
    • BATTLE 04 Hunting Move AI
    • BATTLE 05 Spawning Combatants
    • 11 Save Games
    • MENU 01 UI Boxes
    • MENU 02 Template HUDs
    • MENU 03 Overview Menu
    • MENU 04 Menu Screens
    • 12 Shop
    • BATTLE 06 Random Battles
    • DUNGEON 01 Enter the Dungeon
    • DUNGEON 02 The Trapdoor
    • DUNGEON 03 Enemies on Level 1 & 2
    • DUNGEON 04 Traps on Level 3
    • DUNGEON 05 Going Deeper
    • 13 Bestiary (+MENU+ANIM)
    • QUEST 01 Hunting Quests (+MENU)
    • QUEST 02 Guard NPC
    • QUEST 03 Forest Ruin Cheese
    • QUEST 04 Witch NPC with Cheese
    • QUEST 05 Quest Mark HUDs
    • 14 Research Trees (+MENU)
    • CRAFT 01 Crafting Materials
    • CRAFT 02 Crafting Recipes
    • CRAFT 03 Crafting Menu
    • CRAFT 04 Crafting Proficiency & Critical Crafting
    • CRAFT 05 Materials Loot
    • 15 Changing Choice Dialogue
    • 16 Follow Me!
    • BATTLE 07 Sequence Loot Dialogue
  • 3D Action RPG
    • START 3D Action RPG
    • 01 Status System Setup
    • 02 Player Setup
    • 03 Player Weapon
    • 04 Player Attacks
    • 05 Enemy: Chomper
    • 06 Chomper Attack
    • 07 Hit & Death
    • 08 HUDs
    • 09 Rolling on the Floor
    • 10 Enemy: Spitter
    • 11 Spit Attack
    • 12 Potion
    • 13 Grenade
    • 14 Item HUD
    • 15 Enemy: Grenadier
    • 16 Grenadier Melee Attacks
    • 17 Grenadier Flamethrower
    • 18 Item Drops
    • END 3D Action RPG
  • 2D Grid Battle RPG
    • START 2D Grid Battle RPG
    • 01 Player Setup
    • 02 Prefab & Music Setup
    • 03 Randomizing Combatants
    • 04 UI Setup
    • 05 Battle Start, End & Phase Schematics
    • 06 Battle System Setup
    • 07 Battle Grid Setup
    • 08 Grid Move
    • 09 Forest Battle Grid
    • 10 Battle AI
    • 11 Ability Ranges
    • 12 Death & Use Schematics
    • 13 Attack Schematic
    • 14 Shoot Schematics
    • 15 Battle Selection Interaction
    • END 2D Grid Battle RPG
  • Schematics
    • Simple Start Schematic
    • Battle Start Schematic
    • Battle End Schematic
    • Moving to Target and Back
    • Animating a Base Attack
    • Animating a Magic Ability
    • Animating Target Selection
    • Grid Movement
    • Open and Close UI Animations
    • Flying Text Mover
  • UI Setups
    • Unity UI: Initial Setup
    • Unity UI: TextMesh Pro Setup
    • Unity UI: UI Box
    • Unity UI: Flying Text
    • Unity UI: Dragging Notification
    • Unity UI: Canvas with Screen Space Camera
    • Unity UI: Interaction HUD
    • Unity UI: Simple Player HUD
    • Unity UI: Quest HUD
    • Unity UI: Battle Actions HUD
    • Unity UI: Shortcuts HUD
    • Unity UI: Currency HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Control HUD
    • Unity UI: Attack Modifiers
    • Unity UI: Defence Modifiers
  • Gameplay Bits
    • 2.5D Setup
    • Body Part Weakpoint
    • Click Attack
    • Combining Input Origins
    • Combining Status Value Flying Texts
    • Fun With Flying Text
    • HUD Effects With Conditional Schematics
    • Inventory Containers
    • Local Multiplayer
    • Multi Interaction Controllers
    • Target Selection Lines
    • World Space HUD
    • World Space Dialogue
View Categories
  • Guide
  • ORK 3
  • ORK 3 Documentation
  • UI System

HUDs: Shortcuts

Learn more about displaying shortcuts in your HUDs (and other UI).

A shortcut generally refers to the instance of an ability, item, equipment or other inventory related things. A crafting recipe or AI ruleset is also a shortcut in that regard. This documentation will mainly focus on the Shortcut Slots of a combatant, i.e. a slot where the player (or settings) has assigned something useable (ability, item, etc.) to.

Displaying content information of a shortcut is handled by the usual HUD text content setup. You can display general information for any shortcut via the Shortcut status type in text content, or use specialized (with additional text codes) via the individual status types, e.g. Ability or Item. The Shortcut Slot status type allows you to display the index of a shortcut slot.

You can also use HUD value bar content setup to display value bars for certain numerical information, e.g. durability of an equipment or cast time of an ability/item/etc.

Shortcut UI #

Displaying a shortcut usually uses a UI setup of the shortcut. The actual setup depends on the used UI module, e.g. the Unity UI module will use a prefab for this.

You can set up different UI setups by using UI keys. The default UI setup (without key) will be used if no matching key is found. This allows you to have differently styled shortcuts in parts of the UI. E.g. a HUD showing the player’s shortcut slots could show a complex setup with icon, slot index and use cost/quantity, while an inventory menu only shows icon and quantity (see the UI system documentation for details on using HUD content in buttons).

The default setup for all shortcuts can be found in the Makinom editor in UI > Shortcut Settings in the Default UI Settings. You can set up a general default shortcut UI for all shortcuts as well as default UI for individual shortcut types (e.g. abilities, items, etc.). The Default Empty UI settings are used to display an empty shortcut slot (e.g. to display the slot’s index).

Each individual ability, item, etc.  can override the default settings with custom settings in UI Settings > Custom Shortcut UI.

Unity UI #

The Unity UI module displays shortcut slots and shortcuts using HUD components.

Display text content information (e.g. name, values, etc.) using ORK HUD Status Text Content components. Use the Shortcut Slot status type to show the index of a slot or the Shortcut status type for general shortcut content (see the HUD text content documentation for details). You can also use specialized status types, e.g. Ability for abilities and Item for items.

You can also display some numerical information via value bars using ORK HUD Value Bar Content or ORK HUD Icon Bar Content components. E.g. use the Cast Time, Reuse Time or Level Points value types (see the HUD value bar content documentation for details).

Tip! You can use a value bar to fill the shortcut’s icon using the cast time or reuse time, e.g. via a radial filling setup.

HUD Shortcut Slot List #

Use a HUD Shortcut Slot List component to add multiple shortcut slots.

  • Range
    A range of slots from a defined list.
  • Defined
    Defined slots (can show from different lists, as well as group/individual shortcuts).

The component creates a shortcut slot using a defined prefab. The prefab requires a HUD Content Provider component at it’s root and a HUD Shortcut Slot Content component. The HUD Shortcut Slot List component sets the content provider’s user (content) as the individual shortcut slot. The content provider further distributes the information to any content component on it. The HUD Shortcut Slot Content component uses the displayed shortcut’s Shortcut UI prefab. An empty shortcut slot uses the default empty UI.

You can use layout components to arrange the listed shortcut slots. E.g. use a Horizontal Layout Group component to arrange the shortcut slots in a horizontal list. See Unity’s documentation on UI setup and layout groups for details on this.

The context menu in the scene hierarchy has quick setup commands for shortcut slot lists: ORK Framework > HUD > Shortcut > Shortcut Slot List (variants with and without layout groups)

The HUD Shortcut Slot List component requires a combatant as displayed content.

HUD Shortcut Slot #

Use a HUD Shortcut Slot component to display a single, defind shortcut slot. The component itself is a HUD Content Provider and doesn’t create a prefab of the displayed shortcut slot.

Use this component if you don’t want to go through prefab creation for individual slots. You still need a HUD Shortcut Slot Content component (referencing the HUD Shortcut Slot component as content provider) to display the slot’s shortcut. It’ll use the shortcut’s Shortcut UI (i.e. create a prefab instance).

The context menu in the scene hierarchy has quick setup commands for single shortcut slots: ORK Framework > HUD > Shortcut > Shortcut Slot

The HUD Shortcut Slot component requires a combatant as displayed content.

HUD Shortcut Slot Content #

Use a HUD Shortcut Slot Content component to display the shortcut assigned to a shortcut slot, or the empty slot.

The component will create a prefab instance of the assigned shortcut’s UI setup or the empty UI setup. Additionally, you can use State Changes to highlight the state of a slot’s shortcut, e.g. it being usable, active or if the cursor is over the slot. State changes can enable/disable game objects (e.g. to show a background) and change colors. When using color changes, use a UI Color Changer component on the slot’s game object or the shortcut UI prefab.

The context menu in the scene hierarchy has quick setup commands for creating a shortcut slot content prefab: ORK Framework > HUD > Shortcut > Shortcut Slot Content (for prefabs)

For a single HUD Shortcut Slot component, simply add the HUD Shortcut Slot Content component to the game object instead of using a prefab.

The HUD Shortcut Slot Content component requires a shortcut as displayed content.

Shortcut UI #

The Shortcut UI uses prefabs for creating the UI. The root of the prefab needs a HUD Content Provider component.

The rest of the setup depends on your desired style and uses ORK HUD Status Text Content and ORK HUD Value/Icon Bar Content components to display the shortcut’s content.

The context menu in the scene hierarchy has quick setup commands for creating a shortcut prefabs: ORK Framework > HUD > Shortcut > Shortcut Content (for prefabs) (variants for different content information)

Editor UI
Table of Contents
  • Shortcut UI
  • Unity UI
    • HUD Shortcut Slot List
    • HUD Shortcut Slot
    • HUD Shortcut Slot Content
    • Shortcut UI
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