ORK Framework Logo - RPG Editor for Unity
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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
  • Editor

Editor Overview

Learn more about the ORK Framework/Makinom editor.

ORK Framework’s editor is integrated in the Makinom 2 editor. The Makinom editor is used to define your game data and create schematics. The editor is separated into multiple sections and sub-sections.

This documentation will only focus on ORK’s new sections and sub-sections. For more details on the Makinom editor, data saving and the Makinom sections and sub-sections, check out the Makinom editor overview documentation.

Opening the Editor #

You can open the Makinom editor using the following methods:

  • Unity menu
    Using the Unity Menu: Window > Gaming Is Love > Makinom
    Or: Window > Gaming Is Love > ORK Framework (same editor)
  • Hotkeys
    Windows: CTRL+ALT+M
    Mac OSX: CMD+ALT+M
  • Makinom Project Asset
    Either double click on a Makinom project asset file or select it and click on Open Project in the inspector.
    This will open the Makinom editor and load the used project asset.
  • Schematic Asset
    Either double click on a schematic asset file select it and click on Edit Schematic in the inspector.
    This will open the Makinom editor, load the last used project and opens the schematic asset in the Schematics section.

Sections #

ORK Framework adds new sections, as well as new sub-sections to existing sections of the Makinom editor.

The following sections have new sub-sections available:

  • Base/Control
  • Game
  • UI
  • Templates

The following sections are added by ORK Framework:

  • Status
  • Inventory
  • Combatants
  • Battles

See below for more details on the different sections and their sub-sections.

Base/Control #

ORK adds new sub-sections for controls, animations and other things.

Makinom’s Game Controls sub-section also contains new ORK related settings.

Learn more about ORK’s additions here.

Game #

ORK adds new sub-sections for anything related to the game, e.g. difficulty, quests, areas, etc.

Makinom’s Game Settings sub-section also contains new ORK related settings. Formulas received new ORK related nodes.

Learn more about ORK’s additions here.

UI #

ORK adds new sub-sections for all ORK UI, e.g. start menu, menu screens, text display settings, etc.

Makinom’s UI Settings and Save Game Settings sub-sections also contains new ORK related settings. HUDs received new ORK HUD types.

Learn more about ORK’s additions here.

Templates #

ORK adds new sub-sections for ORK tempaltes, e.g. status conditions, status bonuses, battle range, etc..

Learn more about ORK’s additions here.

Status #

The Status section contains settings related to the status system, e.g. status values, abilities, etc.

Learn more about it here.

Inventory #

The Inventory section contains settings related to the inventory system, e.g. item types, items, equipment, etc.

Learn more about it here.

Combatants #

The Combatants section contains settings related to combatants, e.g. factions, combatant groups, research trees, etc.

Learn more about it here.

Battles #

The Battles section contains settings related to the battle system, e.g. battle menus, battle AI, target settings.

Learn more about it here.

Using the editor efficiently #

The Makinom editor has several quality-of-life features to make your setup experience as smooth and easy as possible.

Here are some examples of how you can improve your efficiency when working in the editor.

Searchable Popups #

Popups often have a lot of entries available, especially when dealing with data popups (e.g. items) or the context menu in node editors. Some even have layered entries, grouping multiple together into sub-entries.

How are you ever going to find something you’re looking for, if you’re not sure about it’s name – or you’re searching for one specific potion item in a long, long list of various items?

All popups are searchable – use that!

Opening the popup already has the search active, you just need to type what you’re looking for.

You can also use the arrow keys to navigate the popup list, using up/down to navigate the list and left/right to navigate between sub-entries.

Search Bar Buttons #

You can display buttons for the root foldout settings below the search bar on top of the settings.

This allows you to quickly navigate between different main settings.

This is the same functionality as using the Jump List or Limited View and will only show the settings of the selected button.

You can turn this feature on and off in the Editor > Editor Settings (Allow View Limiting and Search Bar Buttons settings), as well as with the Show Foldout Buttons button on the right side of the search bar (2nd button from right).

Jump List #

The jump list shows foldouts of the currently displayed settings on the right side of the settings area. You can control the depth, i.e. how far into sub-foldouts this’ll display in the Editor > Editor Settings.

Use the jump list to quickly navigate to the part of the settings you want to change, or just to get an overview of what’s available and where you’re currently at.

The jump list highlights the settings you are currently seeing in the settings area.

You can also quickly limit the view to (see below) via the selection on top of the jump list, or by double clicking on an entry in the jump list.

Limited View #

Sometimes there are just … so many settings. That can make it hard to navigate, and even impact editor performance.

You can limit the displayed settings by using the < Limit View > button at the bottom of the settings area. This’ll only display a single main foldout with it’s settings and sub-foldouts.

Once in limited view, you can navigate between the main foldouts by the buttons on top and bottom of the settings area (as well as return to showing < All Settings > when reaching the 1st foldout).

The jump list also allows limiting the view, either via it’s popup selelction on top or by double clicking on an entry in the list.

Faster Saving #

Saving your project can take some time when you use Makinom’s backup functionality. A backup creates a unitypackage file containing all your data assets, and this takes time.

Often you just do some minor changes, tweak a setting or change an image – or you just want to do a quick save in the middle of setting up multiple new things.

Don’t create a backup every time you save!

When saving, disable the Create Backup option – this setting will be remembered between saves.

However, keep in mind to create a backup from time to time. E.g. create a backup the first time you save the project on each day, or when beginning some major changes in your setup.

Copy/Paste Settings #

You can use a context menu to copy settings into the clipboard and paste them on other, compatible settings.

Which settings are part of the copied data are highlighted by a blue color (the color can be changed in Editor > Editor Settings).

This can be useful if you have to redo the same setup on multiple things, even if you need to change a setting or 2 of the copied setup.

The settings stored in the clipboard will stay as they are when they where copied, even if you change the settings you copied.

Depending on the settings, this can also be used to copy some individual fields/settings instead of a whole setup, e.g. value fields:

Editor
Table of Contents
  • Opening the Editor
  • Sections
    • Base/Control
    • Game
    • UI
    • Templates
    • Status
    • Inventory
    • Combatants
    • Battles
  • Using the editor efficiently
    • Searchable Popups
    • Search Bar Buttons
    • Jump List
    • Limited View
    • Faster Saving
    • Copy/Paste Settings
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