---
title: Flying Texts
url: "https://orkframework.com/guide/ork4/ork4-documentation/section-texts/flying-texts/"
updated: "2026-07-23"
category: "Section: Texts"
---

# Flying Texts

Flying texts display content based on positions in your game world, e.g. the position of a combatant’s object to display damage numbers.

The flying text settings are found in **Texts > Flying Texts**.

The most common example for a flying text is displaying damage numbers at the position of a combatant.

Flying texts are used by status values, status effects and attack/defence modifiers. Additionally, missing or blocking an attack, canceling casting of an ability/item or leveling up can display flying texts.

Schematics can display flying texts using a *Show Flying Text*nodes

# Visibility Settings

A flying text’s on-screen visibility can optionally be checked via it’s viewport position of the camera. I.e. if the flying text is not visible in the camera’s viewport, it’ll be hidden and not updated – this can improve performance.

Checking visibility is enabled by default.

Optionally limit the range at which new flying texts are created. The range can be either to the player’s object or the main camera.

# Default Settings

Define default settings used by all flying texts. Individual flying text setups can override them with a custom setup.

## Display Settings

Define how the flying text will be displayed.

Depending on the used UI module, the flying text’s display is set up differently. E.g. in Unity using the *Unity UI* will use a prefab with the flying text setup.

### Count To Value

When displaying numbers in your flying texts, they can optionally count to their final value. E.g. starting at 0 or 50 % of the final value and counting upwards.

### Schematic

Flying texts can use a schematic to animate them – the UI of the flying text is available as local selected data via the selected key *ui*.

In case the flying text creates an object in the scene to position itself, the object is available as *Machine Object* and the original object it’s based/placed on as *Starting Object*.

You can change the flying text’s color using a *Change UI Color* node (using the selcted data *ui*), e.g. fading in/out the alpha value.

You can change the flying text’s position using a *Change UI Offset* node (using the selcted data *ui*), the offset is from it’s game object’s on-screen position.

You can change the flying text’s scale using a *Change UI Scale* node (using the selcted data *ui*).

## Object Creation

Flying texts can create an object instance in the scene that can be moved to impact the position of a flying text.

Additionally, flying texts can follow the on-screen position of the object they’re displayed for. When not used, they’ll stay at the screen position they originally where created at. Schematics can still be used to move them around in addition to their screen position.

The following creation types are available.

### None

Doesn’t create an object and only uses it’s original position (or follows the original object if it’s mounted).

This will be best for performance, since it doesn’t involve creating and destroying an extra object.

### Empty

Creates an empty object at the flying text’s original position.

The object can be moved, rotated, etc. using the schematic animating the flying text – it’s available as the *Machine Object* of the schematic.

### Prefab

Creates an instance of a defined prefab (e.g. to use physics).

This allows you to create more complex flying texts, e.g. by using a prefab that’ll be impacted by physics.

**Unity**: When using *Unity UI*, you can add a *Canvas* to the prefab – the flying text’s UI will be displayed on the prefab’s canvas in this case. You can use this to create world space flying texts instead of screen space.

## Position Settings

Flying texts are placed based on a position of an object, you can use positions to add random offsets to the object’s position, mount the flying text to it (i.e. it’ll keep following the original object), target a child object, etc.

You can add multiple positions, either using one randomly or using them in order. When using in order, you can automatically reset them after a defined time.

E.g. using positions in order allows keeping flying texts out of each other’s way when they’re shown in quick succession.

# Status Effects

Adding, missing, removing or immunity to a status effect can display flying texts.

You can set up different flying text settings for player, ally and enemy combatants.

# Miss

Missing a target (e.g. due to hit chance failing) can display a flying text.

You can set up different flying text settings for player, ally and enemy combatants.

# Block

Blocking status changes (e.g. due to block chance) can display a flying text.

You can set up different flying text settings for player, ally and enemy combatants.

# Cast Cancel

Canceling casting an action (e.g. due to being attacked while casting) can display a flying text.

You can set up different flying text settings for player, ally and enemy combatants.

# Level Up

A combatant leveling up can display a flying text.

You can set up different flying text settings for player, ally and enemy combatants.

# Class Level Up

A combatant’s class leveling up can display a flying text.

You can set up different flying text settings for player, ally and enemy combatants.

# Tip: When Using Multiple Cameras

Flying texts are displayed on-screen based on where the camera sees the object or world position they are placed at.

If you switch between different cameras, the main camera that was used when the level was loaded is still being used for positioning flying texts.

To switch the used camera, add an *Is ORK Camera* component to each of the cameras. This component will set the object’s camera as the main camera used by ORK when the object is enabled. Please note that this will only work if you enable/disable the cameras as needed.
