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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK 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
    • Quickstart Extended
  • Battle Tutorials
    • Active Time Battles
    • Phase Battles
    • Hit & Miss
    • Critical Hits
    • Cast Time
    • Grid 01: Battle Grid Setup
    • Grid 02: Highlights
    • Grid 03: Cell Types
    • Grid 04: Move Command
    • Grid 05: Scene Grid Setup
    • Grid 06: Battle Ready
    • Grid 07 Use & Affect Ranges
    • Grid 08: Better Camera Control
  • Gameplay Tutorials
    • Multiple Interaction Controllers
    • Player Group Spawn & Follow
    • Spawn Hunting Enemies
    • Gamepad Controls (Unity Input System)
    • Combined Inputs
    • Quests 01: Menu Screen
    • Quests 02: Hunting
    • Quests 03: Collect Potion Materials
    • Quests 04: Collect Equipment Materials
    • Quests 05: Quest Mark HUDs
    • Crafting 01: Menu Screen
    • Crafting 02: Materials & Recipes
    • Crafting 03: Getting Materials
    • Crafting 04: Proficiency & Critical Outcome
    • Shop
    • Inventory Containers
  • Schematics Tutorials
    • UI Animation Schematics
    • Flying Text Animation Schematics
    • HUD Conditional Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Status Value UI Setup
    • Unity UI: Status Effect UI Setup
    • Unity UI: Shortcut UI Setup
    • Unity UI: Dragging Notification
    • Unity UI: Interaction HUD
    • Unity UI: Shortcut HUD
    • Unity UI: Turn Order HUD
    • Unity UI: Cast Time HUD
    • Unity UI: Quest HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Move Range HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Documentation
  • Components

Scene Setup Components

Learn more about components used to set up your scenes.

Spawn Point Component #

The Spawn Point component defines a position (and optionally a rotation) for the player or other objects to spawn at.

This is mostly used in combination with Scene Connectors to move between scenes, but can also be used to place a battle when it takes place in a separate battle scene.

Spawn points use Spawn IDs to identify them. The spawn ID is automatically assigned when adding a new spawn point in a scene, always increasing by 1.

If you have multiple spawn points using the same spawn ID in a scene, one of them will be used randomly.

Object Variables Component #

The Object Variables component is used to add object variables to an object.

Object variables can either be used locally (i.e. only available at the specific object and not saved) or using an Object ID to identify them. When using an object ID, any object variables component using the same ID will share the same variables. Also, using an object ID allows the variables to be saved with save games or survive between scene changes.

Learn more about variables in this documentation.

Object Manager Component #

The Object Manager component is used to enable/disable objects in the scene based on general conditions.

E.g. use this during your quests to have NPCs or quest objects be available or hidden based on the quest’s progress.

Component Manager Component #

The Component Manager component is used to enable/disable components on objects in the scene based on general conditions.

E.g. use this to have different component setups available depending on being in a battle or the field.

Object Content Component #

The Object Content component is used to add object content to an object (i.e. content information like name, description or portraits).

You can either use an object content set up in the editor or define a custom setup in the component.

The content information can be used in dialogues or HUDs to show information about an object.

Object Saver Component #

The Object Saver component is used to save the position, rotation, scale and local variables of an object and its child objects.

Additionally custom component save data on the object and child objects will also be saved.

This is only used for objects that are set up in your scene, not for objects spawned during gameplay.

Saving an object requires a unique Scene GUID to be defined in the component. The scene GUID is used to save and load the data.

Prefab Saver Component #

The Prefab Saver component is used to save the position, rotation, scale and local variables of a spawned prefab object and its child objects.

Additionally custom component save data on the object and child objects will also be saved.

This component is automatically added by the prefab savers system. You will never manually add this component.

Place On Ground Component #

The Place On Ground component is used to place an object on the ground.

This uses a raycast to find the ground below the object.

Pool Component #

The Pool component is used to add an object pool to the scene.

Only object pools that are added using a component will be used in a scene.

Sound Assignment Component #

The Sound Assignment component is used to add sound assignments (audio assets assigned to organizer types) to an object.

You can use a Sound Template as a basis for audio assignments to organizer types and add additional assignments to the component directly. Adding a sound directly to the component will overrule assignments from the used template.

When playing an organizer type (e.g. in a schematic using a Play Audio node), the sound assignment component is used to find the audio asset that is assigned to the organizer type.

Sound Channel Component #

The Sound Channel component is used to drive the volume of an audio component by an ORK sound channel.

Learn more about sound channels in this documentation.

Add HUD Component #

The Add HUD component is used to add the object as the user of a defined HUD.

This can be used by Information type HUDs to define users.

Navigation Marker Component #

The Navigation Marker component is used to add navigatio information to an object, marking it in a Navigation type HUD.

Define the Marker Name and Marker Type of the marker. The name is a unique identifier – if another marker of the same name is added, the old marker will be replaced. The type is used by the HUD to use different visuals for markers.

No Tooltip Component #

The No Tooltip component is used to prevent an object from displaying tooltips.

E.g. hovering the cursor over a combatant or an object with a Object Content component can display a tooltip. Add this component if you don’t want this to happen for certain objects.

Object HUD Component #

The Object HUD component is used to add an Object type HUD to an object.

The object will be used as the user of the HUD, e.g. displaying a HUD at the object’s position on screen.

Waypoint Path Component #

The Waypoint Path component is used to add a path to the scene.

A path is created by adding path points to the component. The position and curve between path points can be manipulated in the scene setup.

Waypoint paths can be used to move objects along a path via the waypoint path nodes in schematics or using the Follow Waypoint Path component.

Follow Waypoint Path Component #

The Follow Waypoint Path component is used to make an object follow the path of a Waypoint Path component.

This is a quick setup version of the waypoint path nodes available in schematics, allowing you to have objects follow path without needing to set up a schematic and machine component.

Table of Contents
  • Spawn Point Component
  • Object Variables Component
  • Object Manager Component
  • Component Manager Component
  • Object Content Component
  • Object Saver Component
  • Prefab Saver Component
  • Place On Ground Component
  • Pool Component
  • Sound Assignment Component
  • Sound Channel Component
  • Add HUD Component
  • Navigation Marker Component
  • No Tooltip Component
  • Object HUD Component
  • Waypoint Path Component
  • Follow Waypoint Path Component
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