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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
    • Adding Active Time Battles
    • Adding 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
  • Editor

Asset Sources

ORK can use assets from different sources, e.g. direct references or asset bundles (Unity).

Assets like prefabs, audio assets or textures, but also ORK’s own data assets can come from different sources – every source has their own benefits and drawbacks. ORK supports assets from different sources and can switch between them for all assets in your project with a single button click in the editor.

Asset Sources #

The following asset sources are currently available – the system can be extended by custom scripts by deriving from the BaseAssetSource<T> class. Check out the available asset source scripts to see how this can be implemented.

Please note that the asset sources depend on the used game engine.

Reference (All Engines) #

Uses a direct reference to the asset and stores it in the ORK project, data asset or schematic asset. This is the default and easiest way to use an asset, as it’ll be available in your built-game without any additional work.

Unity #

The main drawback with direct references in Unity, especially in larger projects, is that all stored references will be loaded into memory when ORK or the data/schematic asset loads it’s data (e.g. when initializing ORK with the game starter), as Unity will simply load all references of an asset. This can lead to long load times for the scene that contains the game starter and huge memory allocations.

Please note that many data assets you set up in the editor are not referenced by the project (unless they’re selected somewhere). Only certain special data that needs to be available at all time or for save games (e.g. input keys, combatants, items, UI boxes or HUDs) are directly referenced by the project and will be loaded upon initializing ORK.

Resources (Unity) #

Uses assets that are stored in a Resources folder in your Unity project (needs to be somewhere in the Assets folder) and only saves the path of the asset within the folder. Everything in a Resources folder will be added to your built game. Moving or renaming an asset while it’s stored as a Resources asset will lead to losing the asset setup. If a selected asset isn’t stored in a Resources folder, the asset field will be reset (i.e. no selected asset).

While Unity doesn’t recommend using Resources folders, it’s still an easy way to reduce load time and memory issues coming from direct references and can be useful.

Asset Bundle (Unity) #

Uses assets that are part of asset bundles. Selecting an asset will automatically define the asset name and asset bundle settings with the asset’s information. If a selected asset isn’t in an asset bundle, the asset field will be reset (i.e. no selected asset).

The asset bundle’s path defines where the bundle will be loaded from in the running game. Currently, asset bundles are only loaded from file, i.e. not loaded or streamed from the web, so your asset bundles need to be deployed with your game or downloaded before they’ll be available.

You can download a simple script that will build all asset bundles into the Streaming Assets path here. The script adds 2 new menu items to Unity’s Assets menu – Build AssetBundles will build all asset bundles in your project without any build option, Build AssetBundles Uncompressed will build all asset bundles uncompressed. I’d recommend building uncompressed bundles if you include them in your built game, as this increases the time needed to load them (since Unity doesn’t need to decompress them first).

Everything in the streaming assets path will be added to your built game, so this is a good way to use asset bundles without having to worry about downloading or streaming them to get them into your game. Learn more about asset bundles, how to set them up and how to use them in the Unity manual.

Asset Settings #

The asset settings can be found in the system settings in the ORK editor. You can define some basic settings here, e.g. the default path from where asset bundles will be loaded or if resources and asset bundles should be unloaded when changing scenes.

The main usage is the ability to change between different asset sources in your project and event assets. This allows you to e.g. use references while in development and switch to using asset bundles (Unity) when getting ready to build your game for deployment. Changing asset sources in the project only changes those assets that support the used source, e.g. if an asset is part of an asset bundle, the asset field would automatically update to use the asset bundle the asset is stored in – otherwise, the asset would stay as a reference (or whatever source it currently had).

Table of Contents
  • Asset Sources
    • Reference (All Engines)
      • Unity
    • Resources (Unity)
    • Asset Bundle (Unity)
  • Asset Settings
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