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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
    • This Is Not The End
    • Quickstart Extended
      • Unity UI: Interaction HUD
  • Schematics Tutorials
    • UI Animation Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Interaction 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: System

System Settings

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.

Table of Contents
  • Base Settings
    • Game Mode
    • Chance Settings
    • Visibility Settings
    • Data Settings
    • Access Handler Settings
  • Audio Settings
    • Initial Sound Channels
    • Initial Music Channels
  • Initial Variables
  • Asset Settings
    • Unity
  • Functionality Wrapper
  • Performance Settings
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