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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
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  • Components
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  • 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
    • Quickstart Extended
  • Battle Tutorials
    • Adding Active Time Battles
    • Adding Phase Battles
    • Hit & Miss
    • Critical Hits
    • 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
    • Shop
    • Inventory Containers
  • Schematics Tutorials
    • UI Animation Schematics
    • Flying Text Animation Schematics
    • HUD Conditional Schematics
  • UI Tutorials
    • 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
    • Unity UI: Turn Order HUD
    • Unity UI: Cast Time HUD
    • Unity UI: Quest HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Move Range 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
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  • Schematics Tutorials

UI Animation Schematics

In this tutorial we’ll create simple schematics to animate opening and closing UI.

UI boxes and HUDs can use schematics to animate opening and closing them. We’ll set up simple schematics to fade in/out (transparency) and move in/out UIs. The UI is available as local selected data via the selected key ui.

You can download the finished schematics (and more) here:

Download Schematics (for Unity)

The package contains schematics for:

  • fade in
  • fade out
  • move in from right
  • move in from left
  • move in from above
  • move in from below
  • move out to right
  • move out to left
  • move out to above
  • move out to below

All move in/out schematics also fade in/out.

For animating flying texts, see the flying text animation schematics tutorial.

Fade In #

Open the schematic editor, a new, blank schematic should already be opened.

Change UI Color #

Add Node > UI > Change UI Color

This node is used to set or fade the color of UI elements (e.g. flying texts, UI boxes or HUDs).

We’ll do a short fade in (alpha value).

  • Fade
    Select: Fade
  • Wait
    Enable
  • Time
    Select: Value > Value
    Set the value to: 0.2
  • Interpolation
    Select: Linear
  • Fade Alpha
    Enable
  • Fade Red/Gree/Blue
    Disable
  • Start Color
    Select a color with no alpha value (A=0).
  • End Color
    Select a color with full alpha value (A=255 or 1, depending on your color picker).
  • Data Key
    Set to: ui
  • Data Origin
    Select: Local

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as UIFadeIn.

Fade Out #

We can continue work on the current schematic and save it as a new file.

That way we only need to adjust the colors.

Change UI Color #

Click on the Swap Colors button. This’ll exchange the start and end colors, now fading from full alpha to no alpha value.

And that’s it for the schematic. Click on Save Schematic As to save it, e.g. as UIFadeOut.

Move In From Left #

In addition to fading in, we’ll also move in from the left side.

Create a new schematic.

Change UI Color #

Add Node > UI > Change UI Color

As you might have noticed above, you some of the default values of the node are already what we need, so we’ll only need to change a few settings.

  • Fade
    Select: Fade
  • Wait
    Disable
  • Time
    Select: Value > Value
    Set the value to: 0.2
  • Start Color
    Select a color with no alpha value (A=0).
  • End Color
    Select a color with full alpha value (A=255 or 1, depending on your color picker).

Change UI Offset #

Add Node > UI > Change UI Offset

This node is used to set or fade the offset of UI elements (e.g. flying texts, UI boxes or HUDs).

We’ll set the offset to place the UI left of it’s original position.

  • Vector 3 Type (Offset)
    Select: Value > Value
  • Value (Offset)
    Set to: X=-50, Y=0, Z=0
  • Fade
    Disable

Change UI Offset #

Add Node > UI > Change UI Offset

Now we’ll fade back to the original position. Add a new node.

  • Value (Offset)
    Set to: X=0, Y=0, Z=0
  • Fade
    Enable
  • Wait
    Enable
  • Time
    Select: Value > Value
    Set the value to: 0.2
  • Interpolation
    Select: Quadratic > Quadratic Out

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as UIMoveInFromLeft.

Other Move In Variants #

We’ll quickly set up moving in from right, above and below.

As before, we can continue working on the schematic and save it as a new file.

We only need to change the 1st Change UI Offset node’s value, i.e. where the movement will start from.

Move In From Right #

  • Value (Offset)
    Set to: X=50, Y=0, Z=0

Click on Save Schematic As to save it, e.g. as UIMoveInFromRight.

Move In From Above #

  • Value (Offset)
    Set to: X=0, Y=-50, Z=0

Click on Save Schematic As to save it, e.g. as UIMoveInFromAbove.

Move In From Below #

  • Value (Offset)
    Set to: X=0, Y=50, Z=0

Click on Save Schematic As to save it, e.g. as UIMoveInFromBelow.

Move Out To Left #

In addition to fading out, we’ll also move out from the left side.

Create a new schematic.

Change UI Color #

Add Node > UI > Change UI Color

  • Fade
    Select: Fade
  • Wait
    Disable
  • Time
    Select: Value > Value
    Set the value to: 0.2
  • Start Color
    Select a color with full alpha value (A=255 or 1, depending on your color picker).
  • End Color
    Select a color with no alpha value (A=0).

Change UI Offset #

Add Node > UI > Change UI Offset

We’ll move the offset to the left side

  • Vector 3 Type (Offset)
    Select: Value > Value
  • Value (Offset)
    Set to X=-50, Y=0, Z=0.
  • Fade
    Enable
  • Wait
    Enable
  • Time
    Select: Value > Value
    Set the value to: 0.2
  • Interpolation
    Select: Quadratic > Quadratic In

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as UIMoveOutToLeft.

Other Move Out Variants #

We’ll quickly set up moving out to right, above and below.

As before, we can continue working on the schematic and save it as a new file.

We only need to change the Change UI Offset node’s value, i.e. where the movement will end.

Move Out To Right #

  • Value (Offset)
    Set to: X=50, Y=0, Z=0

Click on Save Schematic As to save it, e.g. as UIMoveOutToRight.

Move Out To Above #

  • Value (Offset)
    Set to: X=0, Y=-50, Z=0

Click on Save Schematic As to save it, e.g. as UIMoveOutToAbove.

Move Out To Below #

  • Value (Offset)
    Set to: X=0, Y=50, Z=0

Click on Save Schematic As to save it, e.g. as UIMoveOutToBelow.

Using the Schematics #

To use the schematics, you need to set them up in the UI boxes or HUDs.

UI Boxes #

For UI boxes, you can set up UI schematics for all UI boxes in UI > UI Boxes > General Settings in the Default Schematics settings.

Each individual UI box can optionally override the default schematics to use different schematics (or none).

  • Open Schematic
    Select the move/fade in schematic you want to use.
  • Wait
    Enable
    This’ll wait for the schematic to finish before considering the UI box open (e.g. allowing controls).
  • Close Schematic
    Select the move/fade out schematic you want to use.
  • Wait
    Enable
    This’ll wait for the schematic to finish before considering the UI box closed (e.g. finish closing a menu screen or continuing a schematic after a dialogue closed).

HUDs #

For HUDs, you can set up UI schematics for all HUDs in UI > HUDs > General Settings in the Default Schematics settings.

Each individual HUD can optionally override the default schematics to use different schematics (or none) in the Schematics settings.

Default Schematics #

  • Open Schematic
    Select the move/fade in schematic you want to use.
  • Wait
    Enable
    This’ll wait for the schematic to finish before considering the HUD open.
  • Close Schematic
    Select the move/fade out schematic you want to use.
  • Wait
    Enable
    This’ll wait for the schematic to finish before considering the HUD closed.

Table of Contents
  • Fade In
    • Change UI Color
  • Fade Out
    • Change UI Color
  • Move In From Left
    • Change UI Color
    • Change UI Offset
    • Change UI Offset
  • Other Move In Variants
    • Move In From Right
    • Move In From Above
    • Move In From Below
  • Move Out To Left
    • Change UI Color
    • Change UI Offset
  • Other Move Out Variants
    • Move Out To Right
    • Move Out To Above
    • Move Out To Below
  • Using the Schematics
    • UI Boxes
    • HUDs
      • Default Schematics
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