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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
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    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control 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
    • Active Time Battles
    • 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
  • ORK 4 Tutorials
  • ORK 4 Unity Quickstart Tutorials (3D)

26 Menu Screens

In this tutorial we’ll set up the in-game menus.

In-game menus are created using menu screens. We’ll set up the following menu screens:

  • overview
  • inventory
  • equipment
  • ability

Let’s get to it!

Menu Screens #

We’ll set up our menu background (using the prefab we created earlier) and add all menu screens we’ll use before doing their actual setup.

This way we can already use them in our Overview menu to open the individual menus from it.

Menu Screen General Settings #

Open the ORK editor and navigate to Menus > Menu Screens and select the General Settings.

General Backgrounds #

General backgrounds are displayed in all menu screens (unless they’re disabled by them). Unlike the Default Backgrounds (or individual backgrounds of menu screens), the general backgrounds will also stay on screen when transitioning between menus, as the other backgrounds are opened and closed with each menu screen.

Click on Add General Background.

  • UI Layer
    Select: Background
  • Prefab
    Select: Menu Background
  • Before Open Schematic
    Select: UIFadeIn
  • Wait
    Enable
  • Before Close Schematic
    Select: UIFadeOut
  • Wait
    Enable

0: Overview #

Select the Default menu screen.

We’ll also set up the default settings for our menu screens – the others will just be copies adjusting the name.

  • Name
    Set to: Overview

Settings #

  • Remember Selection
    Enable
  • Single Screen
    Enable
    The menu screen can only be displayed alone instead of combined with other screens.
    This is the default setup for new menu screens.
  • 2nd Call Closes
    Enable
    Calling the screen again (e.g. via an input key) will close it.

We’ll block controls and also block showing notifications or flying texts, e.g. using an item or healing magic in the menu will not show flying texts.

  • Block Player Controls
    Enable
  • Block Camera Controls
    Enable
  • Block Control Maps
    Enable
    Control maps allow binding actions to input keys.
    We don’t use them in this tutorial series, but you can learn more about them in this documentation.
  • Pause Notifications
    Enable
    Already displayed notifications will be paused and hidden.
  • Block Notifications
    Enable
  • Block Flying Texts
    Enable

We’ll also pause the game.

  • Pause Game
    Enable
  • Freeze Pause
    Enable
    This’ll set the time scale to 0, halting all animation and other time-related functionality.

1: Inventory #

Copy the Overview menu and change the name.

  • Name
    Set to: Inventory

2: Equipment #

Copy the Inventory menu and change the name.

  • Name
    Set to: Equipment

3: Abilities #

Copy the Equipment menu and change the name.

  • Name
    Set to: Abilities

With that we’re ready for the actual setup of the mens.

Overview Menu Screen #

Select the Overview menu again, we’ll set up an input key to open the menu and add a menu part.

Menu parts are the individual parts that’ll display your menu’s content, each part handling a certain functionality, e.g. the Inventory part displaying item content types and items in your inventory.

Base Settings > Settings > Call Screen Key #

  • Use Call Key
    Enable
  • Input Key
    Select: Menu
  • Audio Type
    Select: Custom
    We’ll play an audio clip when opening the menu via the key.
  • Audio Clip
    Select: chainmail1

You can optionally use a Menu Requirement to limit the menu call to certain conditions. However, menu screens can only be called when the player can be controlled, so that’s enough for our game.

Button List Part #

The Button List part is used to display multiple buttons, each having different functionality – e.g. we’ll add buttons to close the menu, open other menu screens, call the save menu or exit the game.

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Button List.

  • UI Box
    Select: Blue Center

Click on Add Menu Item to add a button to the part.

  • Type
    Select: Close
  • Text (Button Content)
    Set to: Close

Click on Add Menu Item to add another button.

  • Type
    Select: Menu Screen
  • Menu Screen
    Select: Inventory
  • Text (Button Content)
    Set to: Inventory

Copy the Menu Item 1 instead of adding a new button.

  • Menu Screen
    Select: Equipment
  • Select Combatant
    Enable
    We’ll select the combatant that’ll be the user of the menu we open.
  • Text (Button Content)
    Set to: Equipment

Copy the Menu Item 2 instead of adding a new button.

  • Menu Screen
    Select: Abilities
  • Text (Button Content)
    Set to: Skills & Magic

Click on Add Menu Item to add a new button.

  • Type
    Select: Save
  • Text (Button Content)
    Set to: Save

Click on Add Menu Item to add a new button.

  • Type
    Select: Exit Game
  • Show Exit Question
    Enable
  • Text (Button Content)
    Set to: Exit Game

And with that, our first menu screen is completed.

Inventory Menu Screen #

The inventory menu will allow us to use items on our player group members.

Select the Inventory menu screen.

Inventory Part #

The Inventory part is used to display the contents of the player’s inventory.

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Inventory.

  • Animate Use
    Disable
    Using items will only do their calculations, not use the battle animation schematics.

Default Action #

This defines what will happen when accepting an item – we’ll keep it at the default Use menu action, i.e. it’ll use the item.

Available Content Types #

  • All Types
    Enable
    This’ll show all item content types.
  • Show Empty Types
    Disable
    Content types without any content in the inventory will not be displayed.
  • Sort By
    Select: ID
    This’ll sort the content types by their ID/index, i.e. as they’re listed in the editor.

Type Box Settings #

  • Type Display
    Select: UI Box
    The content types will be displayed in a UI box as a selection menu.
  • Box Display Mode
    Select: Multi
    The content types and item list will be displayed at the same time.
  • Type Box
    Select: Menu Small
  • Add Back Button
    Select: Last

The Type Content Layout settings handle the content displayed in the content type buttons, we’ll keep it at the default setup, displaying text and icon.

Item Box Settings #

  • Item Box
    Select: Menu Big
  • Sort By
    Select: ID
  • Add Currency
    Enable
  • Add Items
    Enable
  • Add Equipment
    Enable
  • Add Back Button
    Select: Last

Like in the battle menu, we’ll want to display the item quantity – this is handled by the Item Content Layout settings, which defaults to showing this information in the additional content info.

We’ll stick with the default setup, since our button prefab already is set up to show the additional content info.

Description Part #

The Description part is used to display the description of the currently selected input of the menu screen.

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Description.

  • UI Box
    Select: Menu Info
  • Always Visible
    Enable

We can leave the rest with the default setup.

Equipment Menu Screen #

The equipment menu allows us to change a combatant’s equipment.

Select the Equipment menu screen.

Equipment Part #

The Equipment part is used to change the equipment of a combatant.

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Equipment.

Available Equipment Slots #

  • All Equipment Slots
    Enable
  • Sort By
    Select: ID

Slot Box Settings #

  • Equipment Slot Box
    Select: Menu Small
  • Add Back Button
    Select: Last

The Slot Content Layout settings handle the content of the equipment slot buttons. The default setup will display the content of the equipment slot as the button’s additional content title. We don’t use this and display the slot’s name and equipment in the button.

  • Content Type (Main Content)
    Select Custom.
  • Default Content
    Set to: <slotname>: <name>

Remove the Additional Content Layout 0 settings.

We’ll display a different content for empty equipment slots using the Empty Content Layout settings.

  • Use Empty Layout
    Enable this setting.
  • Content Type (Main Content)
    Select Custom.
  • Default Content
    Set to: <slotname>: Empty

Equipment Box Settings #

  • Show Equip Box
    Enable
    You can optionally disable showing an equipment box, e.g. combining the Equipment part (showing only equipment slots) with an Inventory part.
  • Display Slot>Equipment
    Select: Multi
  • Equipment Box
    Select: Menu Big
  • Add Equipped
    Enable
    This’ll also show the equipped equipment in the list.
  • Highlight Equipped Input
    Enable
    This’ll highlight the equipped equipment’s button with a defined color.
  • Color (Highlight)
    Set to a pink color with full alpha.
  • Sort By
    Select: ID
  • Add Back Button
    Select: Last
  • Add Unequip Button
    Select: First

Like in the inventory menu, we’ll want to display the equipment quantity – this is handled by the Equipment Content Layout settings, which defaults to showing this information in the additional content info. So, we can leave it as is.

Description Part #

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Description.

  • UI Box
    Select: Menu Info
  • Always Visible
    Enable

Abilities Menu Screen #

The ability menu allows us to use a combatant’s abilities (if they’re useable in the field).

Select the Abilities menu screen.

Ability Part #

The Ability part is used to display and use the abilities of a combatant.

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Ability.

  • Animate Use
    Disable

Available Content Types #

  • All Types
    Enable
  • Sort By
    Select: ID

Type Box Settings #

  • Type Box
    Select: Menu Small
  • Add Back Button
    Select: Last

Ability Box Settings #

  • Ability Box
    Select: Menu Big
  • Sort By
    Select: ID
  • Add Back Button
    Select: Last

The Ability Content Layout settings handle the content of the ability buttons – like with the inventory part, we’ll display the use cost via the additional content info.

Description Part #

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Description.

  • UI Box
    Select: Menu Info
  • Always Visible
    Enable

Save Changes #

And that’s it!

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

Testing #

Hit play in one of the game’s scenes (e.g. World) and open the menu using the Menu input key (we’ve set it up using F1).

Great, all menus are working.

 

Next, we’ll add an interaction.

Table of Contents
  • Menu Screens
    • Menu Screen General Settings
      • General Backgrounds
    • 0: Overview
      • Settings
    • 1: Inventory
    • 2: Equipment
    • 3: Abilities
  • Overview Menu Screen
    • Base Settings > Settings > Call Screen Key
    • Button List Part
  • Inventory Menu Screen
    • Inventory Part
      • Default Action
      • Available Content Types
      • Type Box Settings
      • Item Box Settings
    • Description Part
  • Equipment Menu Screen
    • Equipment Part
      • Available Equipment Slots
      • Slot Box Settings
      • Equipment Box Settings
    • Description Part
  • Abilities Menu Screen
    • Ability Part
      • Available Content Types
      • Type Box Settings
      • Ability Box Settings
    • Description Part
  • Save Changes
  • Testing
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