In this tutorial we’ll handle the initial setup of the ORK project.
We start with some basic setup for 3D games, our game controls and some organizer types we’ll use later.
We’ll set up:
- system settings
- organizer types
- player/camera controls
- input keys
- game settings
Let’s get to it!
Open the ORK Editor #
The first time opening the ORK editor will create an initial ORK project setup – this’ll make the first time saving take a bit longer than usual, since all data assets need to be created and saved.
Most of our setup will be done in the ORK editor, you can open it via Unity’s menu: Window > Gaming Is Love > ORK Framework
Or using the keyboard shortcut: CTRL + ALT + O (Windows) or CMD + ALT + O (Mac)
System Settings #
We’ll start with the system settings, where we’ll handle some settings for our 3D game.
You’ll find the section selection in the upper left corner of the editor. The tutorials will often ask you to navigate somewhere, which is in the style of MainSection > SubSection, e.g. you now need to navigate to the main section System and it’s sub-section System Settings.
Navigate to System > System Settings and change the following settings.
Base Settings > Game Mode #
The settings are organized in a foldout-hierarchy – you’ll find the settings in the main foldout Base Settings and it’s sub-foldout Game Mode.
- Default Horizontal Plane
Select: XZ
This is used for 3D games. - Default Raycast Type
Select: Only 3D (or First 3D)
Using Only 3D will only check with 3D raycasting.
Using First 3D will check with 3D raycasting first and fall back to 2D raycasting if nothing was hit, use it in case you’re mixing 3D and 2D physics in your game.
Both are fine for our setup (though we only use 3D physics).
Organizer Types #
We’ll set up organizer types – we’re going to use them for sound assignments and animations (more on that later). A new ORK project already has a bunch of organizer types set up for us, we’ll add one more.
Navigate to System > Organizer Types and add a new organizer type.
13: Use #
- Name
Set to: Use
Player Controls #
We’ll set up the player controls, navigate to Controls > Player Controls.
We’ll use the Button controls, moving the player using a Character Controller component – the tutorial assets are already set up that way.
When working on your own projects or using different prefabs/models, keep in mind that you’ll need a Character Controller if you want to use the Button player control. You can also use different ways to move the player, this is handled by the Move Type setting.
Player Control 0 #
The initial setup uses None controls, we’ll change that.
- Player Control Type
Select: Button - Move Type
Select: Character Controller
Vertical Axis #
- Use Axis (Vertical Axis)
Enable
We’ll use a single input key as axis instead of 2 separate input keys for each direction. - Axis Key (Vertical Axis)
Select: Vertical Move
Horizontal Axis #
- Use Axis (Horizontal Axis)
Enable - Axis Key (Horizontal Axis)
Select: Horizontal Move
Camera Controls #
We’ll set up the camera controls, navigate to Controls > Camera Controls.
We’ll use the Top Down Border camera – this camera control can be used in both 2D and 3D games (handling is based on the horizontal plane we just set up).
This camera control can also use Camera Border components in the scene to limit the viewing area for the camera, more on that in the next tutorial.
Camera Control 0 #
The initial setup uses None controls, we’ll change that.
- Camera Control Type
Select: Top Down Border - Child Object
Select: Path
We’ll define a path to a child object. - Find Child
Set to: Head
This is a child object on our player combatants (or rather, every combatant’s prefab).
Instead of the camera being pointed at the player’s position, it’ll look at the head, giving a better camera placement.
Rotation Settings #
We’ll allow rotating the camera using the mouse.
- Use Rotation In
Select: Both
We can rotate the camera in the field and in battle (when camera control is allowed). - Remember Rotation
Enable
This’ll keep the camera’s rotation when changing scenes.
We’ll use the Mouse/Touch Controls.
- Input Type
Select: Both
We’ll alove mouse and touch control. - Mouse Button
Set to: 1
Uses the right mouse button. - Finger Count
Set to: 2
Uses 2 fingers. - Click Count
Set to: 1
Uses 1 click/touch inputs, e.g. set to 2 for double click/touch to initiate the rotation. - Mode
Select: Move
The rotation is used when moving the cursor/fingers.
Input Keys #
The input keys define the inputs the player can use. We’ll change the Accept input key to use Space instead of Return and also add a new input key to call our menu (which we’ll set up later).
Navigate to Controls > Input Keys and select the Accept input key.
2: Accept #
This input key is set up in a default project and used to accept UI selections and interact with the game world. We’ll change the used keyboard key.
Input ID Setting 0 #
- Positive Key
Select: Space
6: Menu #
Add a new input key using the Add button above the asset list.
Change the following settings of the newly added input key.
Content Information #
These settings define the content (name, description, icon, etc.) of the input key (or whatever data you set up, e.g. items, combatants, etc.).
- Name
Set to: Menu
Input ID Setting 0 #
- Input Origin
Select: Keyboard Key (Input System) - Positive Key
Select: F1 - Input Handling
Select: Down
The input is recognized only the moment the key is pressed down, i.e. not while continuing to hold it.
Game Settings #
Lastly, we’ll look at the game settings to set up our player group’s settings and game over settings.
Navigate to Game > Game Settings.
Player/Group Settings #
We check the initial player faction and change the battle group size to 2, since we only use 2 player combatants in this tutorial.
A new ORK project comes with 3 factions (player, ally and enemy) and uses the player faction for the player group.
- Default Faction
Select: Player
This is the default value in a new project. - Battle Group Size
Set to: 2
Only the player group uses a battle group size to allow managing who’s taking part in battle.
Game Over Settings #
Since we’re already here, let’s check out what happens on game over (we don’t need to change the default setup, though).
Game over lets you e.g. load a special game over scene, show a choice dialogue (e.g. load game or exit to start menu) and more. The default setup will simply load the start menu scene (which we’ll define later in the start menu settings).
Game Over Choice #
We’ll stick with the default setup, which shouldn’t show a choice and load the start menu instead:
- Show Choice
Disable - Load Start Menu Scene
Enable
Save Changes #
That’s it for this tutorial, time to do a first save in our project.
Changes in the editor are not automatically saved, you have to actively do that by clicking on the Save Settings button at the bottom of the editor. This’ll open the save confirmation where you see a list of all changed settings before you can confirm saving.
Since this is the first time saving, there’s quite a lot of changes listed, since all data is new.
Tip!
Saving in the editor can automatically create a backup of the previous data.
This is a time consuming process – I’d recommend to disable Create Backup for now and only use this option from time to time (e.g. once a day) to create backups willingly.
Next, we’ll set up our player and spawn it.

