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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • 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
    • This Is Not The End
    • Quickstart Extended
      • Unity UI: Interaction HUD
  • Schematics Tutorials
    • UI Animation Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Interaction 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
  • ORK 4 Tutorials
  • ORK 4 Unity Quickstart Tutorials (3D)

04 UI System Setup

In this tutorial we’ll set up the UI system and some UI prefabs for our inputs (buttons, etc.).

The UI setup will be split into multiple tutorials to keep them short and focused on certain topics. We’ll start with the initial UI system setup in this tutorial, afterwards set up UI boxes and finally set up flying texts. At a later time we’ll also add a battle HUD to show information of our player.

For now we’ll set up:

  • UI system in the editor
  • TextMesh Pro in Unity
  • UI environment scene (for prefab editing)
  • some input prefabs
  • UI layers
  • UI animation schematics

For more details on the initial UI system setup, check out this tutorial.

Let’s get to it!

Initial UI System Setup #

This is usually one of the first things you do in a new project – please follow the initial setup tutoral for Unity UI.

TextMesh Pro Default Font/Sprite #

The tutorial assets include a font and sprites to use, but we’ll need to let TMP know about it and set it up as our default font and sprites.

Select the TMP Settings asset, which should be located in Assets/TextMesh Pro/Resources/. You can change TMP’s settings in the inspector.

  • Defaul Font Asset
    Select: FFFFORWA SDF
    The default font will be used by newly created TMP components as their font.
  • Defaul Sprite Asset
    Select: icons

UI Layers #

UI layers are used to order your UI content (e.g. UI boxes and HUDs), a higher layer (in the list) will display it’s content above a lower layer.

A new project comes with 3 layers set up:

  • Flying Texts
  • Layer 1
  • Screen Fader

The Flying Texts layer is set up to display flying texts (e.g. for damage numbers, etc., we’ll set them up later). The Screen Fader layer is set up to handle fading the screen (e.g. fading to black on scene changes).

Navigate to UI > UI Layers, we’ll add 2 new layers, one to display menu backgrounds and one to display HUDs.

Background Layer #

Move the new layer between Flying Texts and Layer 1 (i.e. it should have the ID/index 1).

  • Name
    Set to: Background

HUD Layer #

Move the new layer between Layer 1 and Screen Fader (i.e. it should have the ID/index 3).

  • Name
    Set to: HUD

Save Changes #

And that’s it for the settings.

Save the changes using the Save Settings button at the bottom of the editor.

UI Animation Schematics #

We’ll use schematics to animate opening and closing our UI boxes and HUDs.

Follow the UI animation schematics tutorial and set up at least the fade in and fade out schematics.

 

Next, we’ll set up the UI boxes.

Table of Contents
  • Initial UI System Setup
    • TextMesh Pro Default Font/Sprite
  • UI Layers
    • Background Layer
    • HUD Layer
    • Save Changes
  • UI Animation Schematics
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