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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: Quests

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

You’ll usually display quests in a Quest type HUD. Quest layouts can also use HUDs to create a more complex UI, e.g. using value bars to show a task requirement’s count.

Displaying the player’s quests can get a bit complex. A quest consist of multiple quest tasks, each quest task containing quest task requirements (e.g. killing X enemies, collecting Y items, etc.), so you’ll have a list of quests, each displaying a list of quest tasks, each displaying a list of quest task requirements.

E.g. displaying attack modifiers Element and Attack Type:

  • Quest A
    • Task A
      • Requirement A
      • Requirement B
    • Task B
    • …
  • Quest B
    • Task C
      • Requirement C
    • Task D
      • Requirement D
    • …

Unity UI #

The Unity UI module displays quests, quest tasks and quest task requirements using HUD components.

Display text content information (e.g. name, description) of a quest using HUD Quest Text Content components. Use HUD Quest Task Text Content components to display a quest tasks’s content and HUD Quest Task Requirement Text Content components to display a quest task requirement’s content (details below).

You can also display a quest task requirement’s count as a value bar using ORK HUD Value Bar Content or ORK HUD Icon Bar Content components (Quest Task Requirement value type, see the HUD value bar content documentation for details).

For a practical setup, check out the Unity UI quest HUD tutorial.

HUD Quest List #

Use a HUD Quest List component to add the player’s quests. You can limit the displayed quests by their state (inactive, active, finished and failed) and quest type.

The component creates a quest using a defined prefab. The prefab requires a HUD Content Provider component at it’s root. The HUD Quest List component sets the content provider’s user (content) as the individual quest. The content provider further distributes the information to any content component on it. The prefab can use a HUD Quest Text Content component to display the quest’s content information and a HUD Quest Task List component to list the quest’s tasks.

You can use layout components to arrange the listed quests. E.g. use a Vertical Layout Group component to arrange the quests in a vertical 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 creating a HUD with a quest list: ORK Framework > HUD > Quest > Quest List HUD (Vertical Layout, fit size)

The HUD Quest List component doesn’t require any special content provided.

HUD Quest Task List #

Use a HUD Quest Task List component to add the tasks of a quest. You can limit the displayed tasks by their state (inactive, active, finished and failed).

The component creates a quest task using a defined prefab. The prefab requires a HUD Content Provider component at it’s root. The HUD Quest Task List component sets the content provider’s user (content) as the individual quest task. The content provider further distributes the information to any content component on it. The prefab can use a HUD Quest Task Text Content component to display the quest task’s content information and a HUD Quest Task Requirement List component to list the quest task’s requirements.

You can use layout components to arrange the listed quest tasks. E.g. use a Vertical Layout Group component to arrange the quests in a vertical 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 command for creating a quest prefab with a quest task lists: ORK Framework > HUD > Quest > Quest with Task List (for prefabs)

The HUD Quest Task List component requires a quest as displayed content.

HUD Quest Task Requirement List #

Use a HUD Quest Task Requirement List component to add the requirements of a quest task. You can limit the displayed requirements by their type (finished tasks, items, enemy kills and counts).

The component creates a quest task requirement using a defined prefab. The prefab requires a HUD Content Provider component at it’s root. The HUD Quest Task Requirement List component sets the content provider’s user (content) as the individual quest task requirement. The content provider further distributes the information to any content component on it. The prefab can use a HUD Quest Task Requirement Text Content component to display the quest task requirement’s content information. Use an ORK HUD Value Bar Content or ORK HUD Icon Bar Content component to display the task requirement’s count as a value bar (via Quest Task Requirement value type, see the HUD value bar content documentation for details).

You can use layout components to arrange the listed quest task requirements. E.g. use a Vertical Layout Group component to arrange the quests in a vertical 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 command for creating a quest task prefab with a quest task requirement lists: ORK Framework > HUD > Quest > Quest Task with Requirement List (for prefabs)

The HUD Quest Task Requirement List component requires a quest task as displayed content.

HUD Quest Text Content #

Use a HUD Quest Text Content component to display content information of a quest. You can limit the displayed quests by their state (inactive, active, finished and failed).

The context menu in the scene hierarchy has quick setup commands for creating a quest prefab: ORK Framework > HUD > Quest > Quest (for prefabs) (variants with and without listing quest tasks)

The HUD Quest Text Content component requires a quest as displayed content.

HUD Quest Task Text Content #

Use a HUD Quest Task Text Content component to display content information of a quest task. You can limit the displayed quest tasks by their state (inactive, active, finished and failed).

The context menu in the scene hierarchy has quick setup commands for creating a quest task prefab: ORK Framework > HUD > Quest > Quest Task (for prefabs) (variants with and without listing quest task requirements)

The HUD Quest Task Text Content component requires a quest task as displayed content.

HUD Quest Task Requirement Text Content #

Use a HUD Quest Task Requirement Text Content component to display content information of a quest task requirement. You can limit the displayed requirements by their type (finished tasks, items, enemy kills and counts).

The context menu in the scene hierarchy has quick setup command for creating a quest task requirement prefab: ORK Framework > HUD > Quest > Quest Task Requirement (for prefabs)

The HUD Quest Task Requirement Text Content component requires a quest task requirement as displayed content.

Editor UI
Table of Contents
  • Unity UI
    • HUD Quest List
    • HUD Quest Task List
    • HUD Quest Task Requirement List
    • HUD Quest Text Content
    • HUD Quest Task Text Content
    • HUD Quest Task Requirement Text Content
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