Change system settings, e.g. raycasting, random chance limits, start volumes, asset or performance settings.
The system settings are found in System > System Settings.
Base Settings #
The base settings define the use of basic game engine functioanlity and other widely used features.
Game Mode #
Define if your game is primarily a 2D or 3D game. The default setup of a new ORK project is for a 3D game.
The Default Horizontal Plane setting controls what is considered the ground. The Default Raycast Type setting controls if 2D or 3D raycasts are prioritized or used.
Chance Settings #
Define the minimum and maximum value that is used for random chance checks. This defaults to 0-100, i.e. a 100% chance check.
Visibility Settings #
Define how visibility of objects on screen is checked.
The visibility checks are often used by HUDs or flying texts do determine if they should be displayed for an object or not.
Data Settings #
Define how your ORK project’s data is serialized and if the data should be encrypted.
Access Handler Settings #
You can use a custom access handler to funnel certain game functionality (e.g. a combatant getting an item, taking damage or equipping something) through your own functions, giving you control over what should happen.
This can e.g. be used to send data to a server, inject custom features or completely replace ORK functionality with your own implementation.
Learn more about the access handler scripts in this documentation.
Audio Settings #
Define the start volumes for the Global Volume, Music Volume and Sound Volume when starting the game. Depending on how volumes are saved, this might be overruled by loaded data after the first game start.
Initial Sound Channels #
Define the sound channels that’ll be initialized at the start of the game. Sound channels can be added at any time as needed.
Sound channels can be used to control all sounds that are played on them (defined via a Channel Index). This allows separate volume control over e.g. spoken dialogue, battle or environmental sounds.
Sounds can be played on a channel (using global, sound and channel volume), but they can also played without a channel (using global and sound volume only).
Initial Music Channels #
Define the music channels that’ll be initialized at the start of the game. Music channels can be added at any time as needed.
Music channels are used to control music played on them (defined via a Channel Index). This allows separate volume control over e.g. battle music, environmental sounds played as music, cinematic music, etc.
Music is always placed on a music channel.
Initial Variables #
Define variables that will be automatically set when starting the game.
The variables will be set when the game is initialized, i.e. before the start menu – you can use this to set up custom options. The variables will be kept when starting a new game – but keep in mind that loading a saved game will clear all previous variables.
Asset Settings #
Define asset related settings.
Assets like prefabs, audio or textures, but also ORK’s own data assets can come from different sources – every source has their own benefits and drawbacks. You can switch between different sources for all assets in your project with a single button click.
Unity #
In Unity, ORK supports using direct Reference, assets stored in Resources and Asset Bundles.
Functionality Wrapper #
You can optionally use custom functions when ORK calls standard functionality (e.g. instantiating or destroying objects).
This can be used to implement 3rd party products or your own implementations for e.g. object pooling or loading screens.
Performance Settings #
Define performance related settings, mainly for use of list pooling.
Lists are often used through the framework, e.g. when handling combatants or objects in your scene. Pooling those lists improves performance due to not having to create new lists each time. However, it has impact on occupied memory.
Unless you run into performance issues related to lists, I’d recommend to keep these settings as they are.

