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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
  • Section: Controls

Battle Camera

The battle camera can automatically focus on the current action of a battle.

The battle camera is found in Controls > Battle Camera.

The battle camera is an optional feature to change the camera during battles. Depending on the battle camera’s setup, the regular camera control (refered to as camera control for the rest of the document) has to either be enabled (camera control target changes) or disabled/blocked (other changes).

Base Settings #

The battle camera has 3 different control types available:

  • None
    The battle camera isn’t used.
  • Block Schematics
    Camera changes by schematics are blocked, performs rotations and look at actions.
    Allows rotating the camera around the battle (battle arena or center of all combatants).
    Rotation is only possible if the camera control is blocked during battle.
  • Allow Schematics
    Camera changes by schematics are allowed, performs look at actions (except ‘Simple Look’).

The rest of the battle camera’s settings are only available when not using the None type.

Toggle Key #

Optionally use a toggle key to enable or disable the battle camera.

The toggle state can also be changed via schematics using a Toggle Battle Camera node.

Camera Control Target #

Optionally change the target of the camera control to the battle arena and action selecting player combatants.

Camera control target changes can only be used if the camera control isn’t blocked and the used camera control is either one of ORK’s built-in camera controls or derived from the BaseCameraControl class.

Look At #

The battle camera automatically looks at different combatants based on the battle’s current state.

The following look at setups are available:

  • Look At Latest Damage
    The camera can look at the last combatant that was target of an action’s calculation.
    Beside receiving damage, this also includes missed attacks, death actions, etc.
  • Look At Latest User
    The camera can look at the combatant who performs the current action (i.e. the last action that has been started).
  • Look At Selecting User
    The camera can look at the combatant that currently selects an action.
    This works like Look At Menu User, but isn’t limited to player controlled combatants.
  • Look At Menu User
    The camera can look at the combatant with the battle menu opened (i.e. only player controlled combatants).
    When the battle menu isn’t opened automatically, the camera will still look at the combatant that starts selecting actions.
  • Look At Selection
    The camera can look at the currently selected combatant (during target selection).

Looking at a combatant can be chance based (i.e. doesn’t look at the combatant if the chance failes) and only look at it for a defined amount of time.

Look At Types #

The look at type defines how the camera will look at a combatant. Depending on the used type, the camera control has to be enabled or blocked.

There are also separate look at types available.

  • Simple Look
    The camera will simply look at the target.
    Requires the camera control to be blocked.
  • Camera Position
    A camera position will be used.
    Requires the camera control to be blocked.
  • Camera Control Target
    Changes the camera control target.
    Requires the camera control to be enabled.
  • Schematic
    Uses a schematic.

Check Distance #

Looking at a combatant can optionally be limited by a minimum and maximum distance.

The distance can be measured from different origins to the target:

  • User
    The user of the action that caused the camera change (can be the same as the target in some cases).
  • Camera Control Target
    From the current camera control target.
  • Player
    From the player.
  • Arena
    From the battle arena.

The player is used if camera control target or arena are not available.

Check Viewport #

Check the position of the new camera target in viewport space of the camera.

The camera change will be used if the position is outside of the defined horizontal or vertical viewport values (from the center).

This can be used to prevent camera changes between targets that are near each other on the screen.

Block Actions #

Prevents defined actions for looking at a combatant.

This is only available for Look At Latest Damage and Look At Latest User.

E.g. don’t look at the user of base attacks or the latest damage from a defined ability or content type.

Table of Contents
  • Base Settings
    • Toggle Key
    • Camera Control Target
  • Look At
    • Look At Types
    • Check Distance
    • Check Viewport
    • Block Actions
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