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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

Notifications

Set up default notification settings and manage all notifications from other parts of the framework.

The notifiation settings can be found in UI > Notifications.

Notifications can display an automatically closing UI box and play a sound – all notifications are optional.

Notification Settings #

Define the default notification settings.

Default Queue Mode #

The queue mode defines how multiple notifications are displayed at the same time:

  • Add
    Notifications are displayed immediately while previous notifications are still displayed.
  • Replace
    Notifications are displayed immediately, closing the previous notification.
  • Queue
    Notifications are queued, displaying them after previous notifications where closed.

E.g. using Add queue mode in combination with a UI Layout (in the UI Box settings of the notification) will list them according to the layout without getting into each other’s way.

Different notification groups can optionally override the queue mode (e.g. inventory notifications, quest notifications, etc.).

Default Sound #

Define the default sound that’ll be played by notifications.

Each notification has to enable using a sound to actually play the defined sound. Also, each individual notification can override the default sound.

Default UI Box #

Define the default UI box, if and which UI layout is used, visible time, etc.

Individual notifications can override the default UI box settings.

Ability Notifications #

Define notifications when learning or fogetting abilities.

Ability Learned #

This notification will be displayed when a member of the player’s group learned an ability.

Ability Forgotten #

This notification will be displayed when a member of the player’s group forgot an ability.

Group Ability Learned #

This notification will be displayed when the player’s group learned an ability.

Group Ability Forgotten #

This notification will be displayed when the player’s group forgot an ability.

Area Notifications #

Show notifications when entering an area.

You can also define the log notifications in Game > Area Settings & Types.

Area Notification #

Notification shown when entering an area.

New Area Notification #

Notification shown when entering an area for the first time.

Log Notifications #

Log notifications can be displayed when a log changes.

You can also define the log notifications in Game > Log Settings & Types.

Log Added #

This notification will be displayed when a new log is added.

Log Updated #

This notification will be displayed when an already known log is updated.

Quest Notifications #

Show notifications for quest, quest task or quest task requirement changes.

You can also define the log notifications in Game > Quest Settings & Types.

Quest Notifications #

Quest notifications can be displayed when the status of a quest changes.

Quest Added #

This notification will be displayed when a new quest is added to the player’s quest list.

Quest Inactivated #

This notification will be displayed when a quest is inactivated.

Quest Activated #

This notification will be displayed when a quest is activated.

Quest Finished #

This notification will be displayed when a quest is finished.

Quest Failed #

This notification will be displayed when a quest failed.

Task Notifications #

Task notifications can be displayed when the status of a task changes.

Task Inactivated #

This notification will be displayed when a task is inactivated.

Task Activated #

This notification will be displayed when a task is activated.

Task Finished #

This notification will be displayed when a task is finished.

Task Failed #

This notification will be displayed when a task failed.

Finish Requirement Notifications #

Finish requirement notifications can be displayed when task’s finish requirement count is changed.

E.g. when a required item is collected or a required enemy is killed.

Item Requirement #

This notification will be displayed when a task’s item requirement count changed.

Enemy Requirement #

This notification will be displayed when a task’s enemy killed requirement count changed.

Count Requirement #

This notification will be displayed when a task’s count requirement count changed.

Bestiary Notifications #

Adding, updating or completing a bestiary entry can display notifications.

You can also define the log notifications in Game > Game Settings.

Entry Added #

This notification will be displayed when a new bestiary entry was added.

Entry Removed #

This notification will be displayed when a bestiary entry was removed.

Entry Updated #

This notification will be displayed when a bestiary entry was updated.

The Entry Completed notification will be used when an update completed the entry.

Entry Completed #

This notification will be displayed when a bestiary entry was completed.

This notification will be used instead of the Entry Updated notification in case an update completed a notification.

Player Group Notifications #

Notifications can be displayed when combatants join or leave the player group.

You can also define the log notifications in Game > Game Settings.

Join Group #

This notification will be displayed when a combatant joins the player group.

Leave Group #

This notification will be displayed when a combatant leaves the player group.

Inventory Notifications #

Inventory changes and crafting recipes can display notifications.

You can also define the log notifications in Inventory > Inventory Settings.

Inventory Notifications #

Changes in the player’s inventory can display notifications.

Inventory Full #

This notification will be displayed when an item or equipment can’t be added to the player’s inventory due to inventory limits.

Item Added #

This notification will be displayed when an item is added to the player’s inventory.

Item Added #

This notification will be displayed when an item is added to the player’s inventory.

Equipment Added #

This notification will be displayed when an equipment is added to the player’s inventory.

Equipment Removed #

This notification will be displayed when an equipment is removed from the player’s inventory.

Currency Added #

This notification will be displayed when a currency is added to the player’s inventory.

Currency Removed #

This notification will be displayed when a currency is removed from the player’s inventory.

AI Behaviour Added #

This notification will be displayed when an AI behaviour is added to the player.

AI Behaviour Removed #

This notification will be displayed when a AI behaviour is removed from the player.

AI Ruleset Added #

This notification will be displayed when an AI ruleset is added to the player.

AI Ruleset Added #

This notification will be displayed when an AI ruleset is added to the player.

Durability Notifications #

Durability changes of the player’s equipment can display notifications.

Equipment Increased #

This notification will be displayed when an equipment’s durability increased.

Equipment Decreased #

This notification will be displayed when an equipment’s durability decreased.

Equipment Outworn #

This notification will be displayed when an equipment is outworn (i.e. durability dropped to 0).

Research Notifications #

Research changes can display notifications.

Research Tree Added #

This notification will be displayed when a research tree was added to the player combatants.

Research Tree Removed #

This notification will be displayed when a research tree was removed from the player combatants.

Research Started #

This notification will be displayed when a player combatant started research of a research item.

Research Canceled #

This notification will be displayed when a player combatant canceled research of a research item.

Research Finished #

This notification will be displayed when a player combatant finished research of a research item.

Inventory Container Notifications #

Optionally display notifications when free inventory container slots are running out.

You can also define the log notifications in Inventory > Inventory Containers.

Free Slots Remaining #

Displayed if only a defined number or less of free slots remain.

Is not displayed for 1 or 0 free slots.

One Free Slot Remaining #

Displayed if only one free slot remains.

No Slot Remaining #

Displayed if no free slot remains.

Crafting Notifications #

Learning recipes and using them can display notifications.

You can also define the log notifications in Inventory > Crafting Settings & Types.

Recipe Added #

This notification will be displayed when a new crafting recipe has been added.

Recipe Removed #

This notification will be displayed when a crafting recipe has been removed.

Crafting Finished #

This notification will be displayed when a crafting recipe has been successfully used.

Crafting Failed #

This notification will be displayed when using a crafting recipe has failed.

Table of Contents
  • Notification Settings
    • Default Queue Mode
    • Default Sound
    • Default UI Box
  • Ability Notifications
    • Ability Learned
    • Ability Forgotten
    • Group Ability Learned
    • Group Ability Forgotten
  • Area Notifications
    • Area Notification
    • New Area Notification
  • Log Notifications
    • Log Added
    • Log Updated
  • Quest Notifications
    • Quest Notifications
      • Quest Added
      • Quest Inactivated
      • Quest Activated
      • Quest Finished
      • Quest Failed
    • Task Notifications
      • Task Inactivated
      • Task Activated
      • Task Finished
      • Task Failed
    • Finish Requirement Notifications
      • Item Requirement
      • Enemy Requirement
      • Count Requirement
  • Bestiary Notifications
    • Entry Added
    • Entry Removed
    • Entry Updated
    • Entry Completed
  • Player Group Notifications
    • Join Group
    • Leave Group
  • Inventory Notifications
    • Inventory Notifications
      • Inventory Full
      • Item Added
      • Item Added
      • Equipment Added
      • Equipment Removed
      • Currency Added
      • Currency Removed
      • AI Behaviour Added
      • AI Behaviour Removed
      • AI Ruleset Added
      • AI Ruleset Added
    • Durability Notifications
      • Equipment Increased
      • Equipment Decreased
      • Equipment Outworn
    • Research Notifications
      • Research Tree Added
      • Research Tree Removed
      • Research Started
      • Research Canceled
      • Research Finished
  • Inventory Container Notifications
    • Free Slots Remaining
    • One Free Slot Remaining
    • No Slot Remaining
  • Crafting Notifications
    • Recipe Added
    • Recipe Removed
    • Crafting Finished
    • Crafting Failed
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