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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: Content Providers

Learn more about HUD content providers that are available in ORK.

Content providers are used to define the content that’s displayed by HUD elements. Learn more about content providers in this Makinom documentation.

The actual use of content providers depends on the used UI module.

Unity UI #

The Unity UI module uses components to add content providers.

Content components have a Content Provider field available to define which content provider they get their displayed content from.

The following content providers are available (in addition to Makinom’s own content providers).

Combatant #

HUD Action Combatant #

The HUD Action Combatant (Content Provider) component uses the user or target of a battle action as it’s content.

This content provider requires another content provider with a battle action as it’s user/content.

HUD Combatant Ability #

The HUD Combatant Ability (Content Provider) component uses a defined ability as it’s content.

The ability can be a combatant’s base attack, counter attack, class ability or a defined ability (if available to the combatant).

This content provider requires another content provider with a combatant as it’s user/content.

HUD Combatant Action #

The HUD Combatant Action (Content Provider) component uses the current, casting or next action of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Combatant Item #

The HUD Combatant Item (Content Provider) component uses a defined item, equipment, crafting recipe, currency, AI behaviour or AI ruleset from a combatant’s inventory as it’s content.

The item/equipment/etc. has to be in the inventory of a combatant, unless Show Empty is enabled.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Combatant Object #

The HUD Combatant Object (Content Provider) component uses a combatant from a defined game object as it’s content.

The combatant comes from a selected game object, e.g. a game object in the scene or a prefab the component is added to.

This content provider can be used on it’s own, even outside of HUDs, e.g. as part of a world space canvas on a combatant’s prefab.

HUD Combatant Status Effect #

The HUD Combatant Status Effect (Content Provider) component uses a defined status effect on a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content. The defined status effect has to be applied to the combatant.

HUD Combatant Target #

The HUD Combatant Target (Content Provider) component uses a combatant’s target as it’s content.

You can use the combatant’s last target, a group/individual target or combatants that attacked the combatant.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Menu Shop User #

The HUD Menu Shop User (Content Provider) component uses the current user of an open menu screen or shop as it’s content.

This content provider can be used on it’s own, even outside of HUDs, e.g. as part of a UI box.

HUD Player Combatant #

The HUD Player Combatant (Content Provider) component uses the player or a defined player group member as it’s content.

This content provider can be used on it’s own, even outside of HUDs, e.g. as part of a UI box.

Slots #

HUD AI Behaviour Slot #

The HUD AI Behaviour Slot (Content Provider) component uses a defined AI behaviour slot of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD AI Ruleset Slot #

The HUD AI Ruleset Slot (Content Provider) component uses a defined AI ruleset slot of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Class Slot #

The HUD Class Slot (Content Provider) component uses a defined class slot of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Equipment Slot #

The HUD Equipment Slot (Content Provider) component uses a defined equipment slot of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Shortcut Slot #

The HUD Shortcut Slot (Content Provider) component uses a defined shortcut slot of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

Status #

HUD Attack Modifier #

The HUD Attack Modifier (Content Provider) component uses a defined attack modifier of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Attack Modifier Attribute #

The HUD Attack Modifier Attribute (Content Provider) component uses a defined attack modifier attribute of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Defence Modifier #

The HUD Defence Modifier (Content Provider) component uses a defined defence modifier of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Defence Modifier Attribute #

The HUD Defence Modifier Attribute (Content Provider) component uses a defined defence modifier attribute of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Defence Modifier ID #

The HUD Defence Modifier ID (Content Provider) component uses a defined defence modifier ID of a combatant as it’s content.

The defence modifier ID of a combatant is the current attribute that’s assigned to the combatant for the defined defence modifier.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Shortcut #

The HUD Shortcut (Content Provider) component uses a defined shortcut of a combatant as it’s content.

Instead of a shortcut stored in a shortcut slot, this’ll try to get/create the shortcut based on the defined settings – e.g. an ability known to the combatant or an item in the combatant’s inventory.

This content provider requires another content provider with a combatant as it’s user/content.

HUD Status Value #

The HUD Status Value (Content Provider) component uses a defined status value of a combatant as it’s content.

This content provider requires another content provider with a combatant as it’s user/content.

Other #

HUD Quest #

The HUD Quest (Content Provider) component uses a defined quest as it’s content.

If the quest is displayed can also depend on defined states, e.g. the quest being active or not added to the player’s quests yet.

This content provider can be used on it’s own, even outside of HUDs, e.g. as part of an NPC game object’s world space canvas.

UI
Table of Contents
  • Unity UI
    • Combatant
      • HUD Action Combatant
      • HUD Combatant Ability
      • HUD Combatant Action
      • HUD Combatant Item
      • HUD Combatant Object
      • HUD Combatant Status Effect
      • HUD Combatant Target
      • HUD Menu Shop User
      • HUD Player Combatant
    • Slots
      • HUD AI Behaviour Slot
      • HUD AI Ruleset Slot
      • HUD Class Slot
      • HUD Equipment Slot
      • HUD Shortcut Slot
    • Status
      • HUD Attack Modifier
      • HUD Attack Modifier Attribute
      • HUD Defence Modifier
      • HUD Defence Modifier Attribute
      • HUD Defence Modifier ID
      • HUD Shortcut
      • HUD Status Value
    • Other
      • HUD Quest
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