In this tutorial we’ll set up crafting recipes and the material items they use.
This tutorial is part 2 of a mini-series covering crafting. You can find the start of this series here.
We’ll set up:
- material items
- better equipment to craft
- crafting recipes
This tutorial is based on the ORK 4 Unity Quickstart 3D tutorials and uses the crafting menu setup, but can be used in any project.
Items #
We’ll start with adding a bunch of new items that’ll be used as materials (ingredients) in our crafting recipes.
Open the ORK editor, navigate to Inventory > Items, we’ll add several new items.
Empty Bottle #
Add a new item.
- Name
Set to: Empty Bottle - Description
Set to: Used to create potions. - Sprite (Icon)
Select: icons_62
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings #
- Content Type
Select: Materials
Base Settings > Price Settings #
- Sellable
Enable - Buy Price
Select: Value > Value
Set the value to: 1
The default sell price settings should already be correct, selling for 50% of the original price.
- Sell Price
Select: Value > Value
Set the value to: 50 - Sell In
Select: Percent
Use Settings #
The materials are not useable on their own, i.e. we need to make it not useable.
This’ll also remove any settings related to item use, e.g. user and target changes.
- Useable In
Select: None
Strange Liquid #
Copy the Empty Bottle item and change the following settings.
- Name
Set to: Strange Liquid - Description
Set to: A bad smelling liquid coming from monsters.
Used to create various potions. - Sprite (Icon)
Select: icons_199
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings > Price Settings #
- Buy Price
Set the value to: 3
Slime #
Copy the Strange Liquid item and change the following settings.
- Name
Set to: Slime - Description
Set to: A slimy secretion.
Used to create magic potions. - Sprite (Icon)
Select: icons_157
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings > Price Settings #
- Buy Price
Set the value to: 10
Bone #
Copy the Slime item and change the following settings.
- Name
Set to: Bone - Description
Set to: A bone.
Used to create revive potions. - Sprite (Icon)
Select: icons_57
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings > Price Settings #
- Buy Price
Set the value to: 20
Venom #
Copy the Bone item and change the following settings.
- Name
Set to: Venom - Description
Set to: Venomous secretion.
Used to create cure potions. - Sprite (Icon)
Select: icons_166
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Item Settings > Price Settings #
- Buy Price
Set the value to: 5
Iron #
Copy the Venom item and change the following settings.
- Name
Set to: Iron - Description
Set to: An iron ingot.
Used to create equipment. - Sprite (Icon)
Select: icons_143
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings > Price Settings #
- Buy Price
Set the value to: 20
Better Equipment #
Before we start with setting up recipes, we’ll add better versions of the sword, staff and armor to give the player something to craft that’s worth the trouble.
Navigate to Inventory > Equipment.
Enhanced Sword #
Copy the Sword equipment and change the following settings.
- Name
Set to: Enhanced Sword - Sprite (Icon)
Select: icons_482
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings > Price Settings #
- Buy Price
Set the value to: 300
Fixed Status Bonuses > Status Bonuses > Status Bonus 0 #
The enhanced sword will give more ATK bonus.
- Bonus Value
Set to: 50
Random Status Bonuses #
We’ll also give a random bonus between -10 and 10 to ATK, making each sword unique.
In total, the enhanced sword can give an ATK bonus between 40 and 60.
Click on Add Random Bonus.
- Random Bonus
Select: Status Value - Status Value
Select: ATK - Minimum Random
Set to: -10 - Maximum Random
Set to: 10
Enhanced Staff #
Copy the Staff equipment and change the following settings.
- Name
Set to: Enhanced Staff - Sprite (Icon)
Select: icons_477
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings > Price Settings #
- Buy Price
Set the value to: 400
Fixed Status Bonuses > Status Bonuses > Status Bonus 0 #
The enhanced staff will give more MATK bonus.
- Bonus Value
Set to: 80
Random Status Bonuses #
We’ll also give a random bonus between -20 and 20 to MATK, making each sword unique.
In total, the enhanced staff can give an MATK bonus between 60 and 100.
Click on Add Random Bonus.
- Random Bonus
Select: Status Value - Status Value
Select: MATK - Minimum Random
Set to: -20 - Maximum Random
Set to: 20
Iron Armor #
Copy the Leather Armor equipment and change the following settings.
- Name
Set to: Iron Armor - Sprite (Icon)
Select: icons_3
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings > Price Settings #
- Buy Price
Set the value to: 250
Fixed Status Bonuses > Status Bonuses > Status Bonus 0 #
The iron armor will give more DEF bonus.
- Bonus Value
Set to: 60
Fixed Status Bonuses > Status Bonuses > Status Bonus 1 #
The iron armor will give more MDEF bonus.
- Bonus Value
Set to: 20
Random Status Bonuses #
We’ll also add multiple random status value bonuses, but only one of them will be used by an instance of the iron armor.
- Add Bonus Range
Select: Random
This’ll randomly add one of the added bonuses.
Click on Add Random Bonus.
- Random Bonus
Select: Status Value - Status Value
Select: Max HP - Minimum Random
Set to: 10 - Maximum Random
Set to: 50
Copy the random bonus.
- Status Value
Select: Max MP
Copy the random bonus.
- Status Value
Select: DEF - Maximum Random
Set to: 20
Copy the random bonus.
- Status Value
Select: MDEF - Maximum Random
Set to: 20
Potion Recipes #
Next, we’ll set up crafting recipes – we’ll start with the potions.
Navigate to Inventory > Crafting Recipes, we’ll change the Default recipe and add additional recipes.
Potion Recipe #
This recipe will create a simple potion out of an empty bottle and a strange liquid.
The default setup of item selections always has a quantity of 1, so we don’t need to change it in most cases.
- Name
Set to: Potion Recipe - Description
Set to: Creates a potion. - Sprite (Icon)
Select: icons_164
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Base Settings #
- Content Type
Select: Potions
Base Settings > Price Settings #
- Buy Price
Set the value to: 100
Ingredients #
The ingredients define the items that are needed to create the outcome.
Click on Add Ingredient.
- Item
Select: Empty Bottle
Click on Add Ingredient.
- Item
Select: Strange Liquid
Outcome #
The outcome defines what will be the result of the craft.
Click on Add Outcome.
- Item
Select: Potion
High Potion Recipe #
Copy the Potion Recipe – we’ll adjust a few things. The high potion requires 1 empty bottle and 3 strange liquids.
- Name
Set to: High Potion Recipe - Description
Set to: Creates a high potion. - Sprite (Icon)
Select: icons_167
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 1 #
The high potion will require 3 strange liquids instead of 1.
- Quantity
Set the value to: 3
Outcome #
- Item
Select: High Potion
Magic Potion Recipe #
Copy the Potion Recipe again. The magic potion requires 1 empty bottle, 1 strange liquid and 1 slime.
- Name
Set to: Magic Potion Recipe - Description
Set to: Creates a magic potion. - Sprite (Icon)
Select: icons_155
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients #
Click on Add Ingredient.
- Item
Select: Slime
Outcome #
- Item
Select Magic Potion.
Revive Potion Recipe #
Copy the Magic Potion Recipe. The revive potion requires 1 empty bottle, 1 strange liquid and 1 bone.
- Name
Set to: Revive Potion Recipe - Description
Set to: Creates a revive potion. - Sprite (Icon)
Select: icons_173
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 2 #
- Item
Select Bone.
Outcome #
- Item
Select Revive Potion.
Cure Potion Recipe #
Copy the Revive Potion Recipe. The cure potion requires 1 empty bottle, 1 strange liquid and 1 venom.
- Name
Set to: Cure Potion Recipe - Description
Set to: Creates a cure potion. - Sprite (Icon)
Select: icons_185
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 2 #
- Item
Select: Venom
Outcome #
- Item
Select: Cure Potion
Equipment Recipes #
We’ll continue with the equipment recipes – keep adding new crafting recipes.
We don’t set up recipes for the standard equipment and only craft the enhanced equipment.
Enhanced Sword Recipe #
Add a new crafting recipe. The enhanded sword requires 1 sword and 1 iron.
- Name
Set to: Enhanced Sword Recipe - Description
Set to: Crafts an enhanced sword. - Sprite (Icon)
Select: icons_482
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Tip!
Want to add the description of the crafted item to the recipe’s description?
Use text codes for this – you can easily add text codes for the correct item using the buttons above the text field you’re editing.
Click on Data – this shows all available data, data entries and their text codes.
Select Equipment in the first popup, Enhanced Sword in the 2nd popup and Description in the 3rd popup. Click on add to add the description of the Enhanced Sword equipment.
Base Settings #
- Content Type
Select: Equipment
Base Settings > Price Settings #
- Buy Price
Set the value to: 200
Ingredients #
Click on Add Ingredient.
- Type
Select: Equipment - Equipment
Select: Sword
Click on Add Ingredient.
- Item
Select: Iron.
Outcome #
Click on Add Outcome.
- Type
Select: Equipment - Equipment
Select: Enhanced Sword
Enhanced Staff Recipe #
Copy the Enhanced Sword Recipe. The enhanded staff requires 1 staff and 2 iron.
- Name
Set to: Enhanced Staff Recipe - Description
Set to: Crafts an enhanced staff. - Sprite (Icon)
Select: icons_477
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 0 #
- Equipment
Select: Staff
Ingredients > Ingredient 1 #
- Quantity
Set the value to: 2
Outcome > Outcome 0 #
- Equipment
Select: Enhanced Staff
Iron Armor Recipe #
Copy the Enhanced Staff Recipe. The iron armor requires 1 leather armor and 3 iron.
- Name
Set to: Iron Armor Recipe - Description
Set to: Crafts an iron armor. - Sprite (Icon)
Select: icons_3
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 0 #
- Equipment
Select: Leather Armor
Ingredients > Ingredient 1 #
- Quantity
Set the value to: 3
Outcome > Outcome 0 #
- Equipment
Select: Iron Armor
Save Changes #
And that’s it for the crafting recipe setup.
Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.
Testing #
The current setup doesn’t give us much to test – if you want, you can add crafting recipes and materials in your Start Game schematic (using Add Recipe and Add To Inventory nodes).
The next part of the crafting mini-series will add material loot to enemies and an NPC that’ll give the player the first crafting recipe and materials.

