ORK Framework Logo - RPG Editor for Unity
  • ORK 4 BETA
  • Features
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK

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
  • Getting Started

First Steps

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 #

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.

UI Modules #

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:

  • Assets/Gaming Is Love/Makinom 2/DLL/ORKFramework3.UnityUI.dll
  • Assets/Gaming Is Love/Makinom 2/DLL/Makinom2.UnityUI.dll
  • Assets/Gaming Is Love/Makinom 2/DLL/Editor/ORKFramework3Editor.UnityUI.dll
  • Assets/Gaming Is Love/Makinom 2/DLL/Editor/Makinom2Editor.UnityUI.dll

Opening ORK Framework (via Makinom) #

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

Or: Window > Gaming Is Love > ORK Framework (same editor as Makinom)

You can also open the editor using a keyboard shortcut: CTRL + ALT + M (Windows) or CMD + ALT + M (Mac)

Open multiple Makinom editor windows via: Window > Gaming Is Love > Makinom (Multi-Window)

You can also open multiple editors using a keyboard shortcut: CTRL + ALT + SHIFT + M (Windows) or CMD + ALT + SHIFT + M (Mac)

This can be useful if you want to compare settings side-by-side or open multiple schematics.

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:

  • Base/Control > Game Controls
  • Game > Game Settings
  • UI > UI Settings
  • UI > Save Game Settings

Learn more about the Makinom editor in the Makinom editor documentation.

First Opening #

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/

  • Project.asset
    This is your Makinom project asset, it’ll be used by Game Starters to initialize Makinom and ORK Framework in your running game.
    It holds some project settings and references.
  • EditorData.asset
    This is a purely editor-related asset and is not used in a running game.
    It holds only editor data, e.g. the drag area sizes, variable key references or the list of last opened schematics.

The project asset will remain blank/empty until you save in the Makinom editor (which will also save additional data assets).

Selecting a UI System #

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.

See this UI tutorial for a detailed look at the initial setup for the Unity UI module.

First Save #

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.

Scene Wizard #

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.

Extension Manager #

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.

Adding a Game Starter #

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:

  • Makinom > Makinom Game Starter
  • ORK Framework > ORK Game Starter

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 start menu scene or show ORK’s start menu after initialization. Other than that, it doesn’t matter which game starter component is used.

Learn more about game starters here.

Getting Started #

You’re probably eager to try out ORK Framework – but where to start?

2D RPG Quickstart Tutorial Series #

For a quickstart into a 2D ORK 3 project without any prior knowledge (except for basic Unity knowledge), follow the 2D RPG Quickstart tutorial series. See a 3D version of this below.

The goal is to create a small top down 2D RPG with Turn Based battles, setting up the entire project from scratch (only using provided assets).

For an in-depth look into status system setup or a wide range of features, check out the Status System Setup and/or 3D RPG Playground tutorial series below.

3D RPG Quickstart Tutorial Series #

For a quickstart into a 3D ORK 3 project without any prior knowledge (except for basic Unity knowledge), follow the 3D RPG Quickstart tutorial series. See a 2D version of this above.

The goal is to create a small top down 3D RPG with Turn Based battles, setting up the entire project from scratch (only using provided assets).

For an in-depth look into status system setup or a wide range of features, check out the Status System Setup and/or 3D RPG Playground tutorial series below.

Status System Setup Tutorial Series #

To learn about setting up a status system, follow the status system setup tutorial series.

It’s an in-depth look into creating a status system from scratch and covers all relevant topics, from status values over abilities to combatant groups. This status system will be used by other tutorial series to build upon.

It’s highly recommended to follow this tutorial series if you’re just starting to learn ORK 3, as it’ll teach you the ins and outs of setting up a status system.

3D RPG Playground Tutorial Series #

To learn about setting up a 3D RPG with turn based or active time battles, follow the 3D RPG Playground tutorial series.

This long series uses the status system setup (see above) as it’s basis and goes through every detail, from adding your player over the battle system to menu setup.

It’s highly recommended to follow this tutorial series if you’re just starting to learn ORK 3 (after completing the status system setup tutorials). It’ll teach you all the basics, from setting up your player, UI, interactions to battles, quests and more.

3D Action RPG Tutorial Series #

To learn about setting up a 3D RPG with real time action combat, follow the 3D Action RPG tutorial series.

This shorter tutorial series focuses on setting up a real time battle system for action combat. This series is for a more advanced users, who are already a bit familiar with ORK 3.

For more detailed look into various other systems, check out the 3D RPG Playground tutorial series.

2D Grid Battle RPG Tutorial Series #

To learn about setting up a 2D RPG or grid battles, follow the 2D Grid Battle RPG tutorial series.

This short tutorial series will focus on setting up a Phase battle system using Battle Grids for a 2D top down RPG. It’ll use the status system setup tutorial series as it’s base, using the set up status system and combatants.

Other Tutorials #

Check ORK 3’s tutorials – there are many different tutorials available covering different topics, e.g. animating a base attack or setting up a simple player HUD (Unity UI).

Learn about Makinom #

To learn more about Makinom, check out Makinom’s getting started documentation.

Editor UI
Table of Contents
  • Importing ORK Framework
    • UI Modules
  • Opening ORK Framework (via Makinom)
    • First Opening
    • Selecting a UI System
    • First Save
  • Scene Wizard
  • Extension Manager
  • Adding a Game Starter
  • Getting Started
    • 2D RPG Quickstart Tutorial Series
    • 3D RPG Quickstart Tutorial Series
    • Status System Setup Tutorial Series
    • 3D RPG Playground Tutorial Series
    • 3D Action RPG Tutorial Series
    • 2D Grid Battle RPG Tutorial Series
    • Other Tutorials
    • Learn about Makinom
Sitemap
  • ORK 4 BETA
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (73)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (156)
Search

© 2015 Gaming is Love e.U.

Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!