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ORK 4 Documentation

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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
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    • 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
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    • 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
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ORK 4 Extensions

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Quests 05: Quest Mark HUDs

In this tutorial we’ll add HUDs to mark quest givers and quest objectives.

This tutorial is part 5 of a mini-series covering quests. You can find the start of this series here.

We’ll set up 2 HUDs, one for marking objects that start new quests and one for marking objects that are part of active quests.

This tutorial is based on the ORK 4 Unity Quickstart 3D tutorials and uses the previous quest tutorials, but can be used in any project.

HUD Prefabs #

First, we’ll set up 2 HUD prefabs – we’ll keep it simple and just display an icon (sprite).

New Quest HUD #

Create an empty HUD without any layout, either using the scene hierarchy context menu (ORK Framework > HUD > HUD) or the ORK toolbar (search for: HUD).

Rect Transform #

The HUD will be placed at the position of an object in the scene, so we only adjust the width and height.

  • Width
    Set to: 50
  • Height
    Set to: 50

Image #

Add an Image component to the HUD object using the component menu.

  • Source Image
    Select: icons_14

Create Prefab #

That’s already all we need to do.

Create a prefab out of the HUD object (without the canvas), e.g. name it Quest New HUD.

Progress Quest HUD #

We’ll adjust the still added HUD object for our 2nd HUD.

Image #

We simply use a different icon.

  • Source Image
    Select: icons_15

Create Prefab #

That’s already all we need to do.

Create a new prefab out of the HUD object (without the canvas), e.g. name it Quest Progress HUD.

HUD Setup #

Open the ORK editor and navigate to UI > HUDs, we’ll add 2 new HUDs.

Quest New #

We’ll use Object HUDs, they are displayed at object instances in the scene and also have to be added to them using an Object HUD component.

Base Settings #

  • Name
    Set to: Quest New
  • HUD Type
    Select: Object
  • Auto Display
    Enable

Object Settings #

  • Child Object
    Select: Path
  • Find Child
    Set to: HUD
    We’ll also need to add this child object for placing the HUD to our objects (we’ll add it to the NPC prefabs).
  • Use Range Limit
    Enable
    We’ll only show the HUD if the player is within a defined range of the object.
  • Range
    Select: Value > Value
    Set the value to: 40
  • Threshold
    Select: Value > Value
    Set the value to: 1

Display Conditions > Game State Condition #

We’ll only display the HUD when the player is in control using a game state condition.

Click on Add Game State.

  • Game State
    Select: In Contro
  • Check State
    Select: Active

Unity UI #

  • UI Layout
    Select: HUD
  • HUD Prefab
    Select: Quest New HUD

Quest Progress #

Copy the Quest New HUD.

Base Settings #

  • Name
    Set to: Quest Progress

Unity UI #

  • HUD Prefab
    Select: Quest Progress HUD

Save Settings #

That’s it for the HUD setup – we’ll now add the HUD to objects in the scene.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Updating NPC Prefabs #

Before adding the HUD, we’ll add the HUD child object for placing the HUD to our quest-related NPC prefabs.

You can find the NPC prefabs in Assets/Tutorial Assets/Prefabs/NPCs/. I’m updating the Worker_Female and Knight_Male prefabs, but feel free to add it to all NPCs.

Open the prefab for editing.

Add a new empty object to the Worker_Female root object and name it HUD.

Transform #

Change the position of the added HUD object.

  • Position
    Set to: X=0, Y=4, Z=0

Guard NPC #

The town’s guard gives us hunting quests.

We’ll display only the Quest New HUD, since the guard only gives new quests but isn’t part of any active quest. The HUD will be displayed if any hunting quest is available (i.e. not added and

Add an Object HUD component to the Knight_Male object (near the town entrance) using the component menu.

Object HUD 0 #

  • Object HUD
    Select: Quest New

Click on Add Condition.

  • Condition Type
    Select: Quest Type

Click on Add Quest Type Condition.

  • Content Type
    Select: Hunting Quests
  • Check Status
    Select: Available

Crafting NPC #

The crafting NPC gives us 2 quests, Collect Potion Materials and Collect Equipment Materials.

Add an Object HUD component to the Worker_Female object (at the wood workshop) using the component menu.

Object HUD 0 #

We’ll display the Quest Progress HUD if either the quest task Deliver Potion Materials or Deliver Equipment Materials is active.

  • Object HUD
    Select: Quest Progress

Click on Add Condition.

  • Condition Type
    Select: Quest Task
  • Needed
    Select: One
    Only one of the conditions must be valid.

Click on Add Task Condition.

  • Content Type
    Select: Deliver Potion Materials
  • Check Status
    Select: Active

Click on Add Task Condition.

  • Content Type
    Select: Deliver Equipment Materials
  • Check Status
    Select: Active

Object HUD 1 #

We’ll display the Quest New HUD if either the Collect Potion Materials quest is available or the quest was finished and the Collect Equipment Materials quest is available.

Click on Add Object HUD.

  • Object HUD
    Select: Quest New
  • Needed
    Select: One

Click on Add Condition.

  • Condition Type
    Select: Quest

Click on Add Quest Condition.

  • Quest
    Select: Collect Potion Materials
  • Check Status
    Select: Available

Copy Condition 0.

Change Quest Status Condition 0.

  • Check Status
    Select: Finished

Click on Add Quest Condition.

  • Quest
    Select: Collect Equipment Materials
  • Check Status
    Select: Available

And that’s it for our setup – don’t forget to save your scene.

Testing #

Hit play and run to your quest NPCs.

The guard NPC will show an icon when he has quests available.

The crafting NPC will start with showing a Quest New HUD and use the Quest Progress HUD when one of the deliver tasks is active.

The quest tutorial mini-series will continue!

Table of Contents
  • HUD Prefabs
    • New Quest HUD
      • Rect Transform
      • Image
      • Create Prefab
    • Progress Quest HUD
      • Image
      • Create Prefab
  • HUD Setup
    • Quest New
      • Base Settings
      • Object Settings
      • Display Conditions > Game State Condition
      • Unity UI
    • Quest Progress
      • Base Settings
      • Unity UI
    • Save Settings
  • Updating NPC Prefabs
    • Transform
  • Guard NPC
    • Object HUD 0
  • Crafting NPC
    • Object HUD 0
    • Object HUD 1
  • Testing
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