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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial 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
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial 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
  • END 3D RPG Quickstart

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 2D RPG Quickstart
  • 26 Menu Screens

26 Menu Screens

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

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

In-game menus are created using menu screens. You can learn more about them in this documentation.

We’ll set up the following menu screens:

  • overview
  • inventory
  • equipment
  • ability

Let’s get to it!

Menu Screen Setup #

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 Makinom editor and navigate to UI > Menu Screens > 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 the Menu Background prefab.
  • Before Open Schematic
    Select the UIFadeIn schematic.
  • Wait
    Enable this setting.
  • Before Close Schematic
    Select the UIFadeOut schematic.
  • Wait
    Enable this setting.

0: Overview #

Navigate to UI > Menu Screens and 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 this setting.
  • Single Screen
    Enable this setting.
    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 this setting.
    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 Controls
    Enable this setting.
  • Block Control Maps
    Enable this setting.
    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 this setting.
    Already displayed notifications will be paused and hidden.
  • Block Notifications
    Enable this setting.
  • Block Flying Texts
    Enable this setting.

We’ll also pause the game.

  • Pause Game
    Enable this setting.
  • Freeze Pause
    Enable this setting.
    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 types and items in your inventory.

Menu Screen Settings > Settings > Call Screen Key #

  • Use Call Key
    Enable this setting.
  • Input Key
    Select Menu.
  • Audio Type
    Select Custom.
    We’ll play an audio clip when opening the menu via the key.
  • Audio Clip
    Select the Menu11 audio clip.
    You can find it in Assets/Tutorial Assets/NinjaAdventure/Sounds/Menu/.

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 this setting.
    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 this setting.
  • 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 this setting.
    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 Item Types #

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

Type Box Settings #

  • Type Display
    Select UI Box.
    The item types will be displayed in a UI box as a selection menu.
  • Box Display Mode
    Select Multi.
    The item 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 item 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 this setting.
  • Add Items
    Enable this setting.
  • Add Equipment
    Enable this setting.
  • 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 this setting.

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 this setting.
  • 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 this setting.
    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 setting.
    This’ll also show the equipped equipment in the list.
  • Highlight Equipped Input
    Enable this setting.
    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 this setting.

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 this setting.

Available Item Types #

  • All Types
    Enable this setting.
  • Sort By
    Select ID.

Type Box Settings #

  • Type Display
    Select UI Box.
  • Display Types>Abilities
    Select Multi.
  • 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 this setting.

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. Town) 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.

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Updated on March 9, 2023
Table of Contents
  • Menu Screen Setup
    • Menu Screen General Settings
      • General Backgrounds
    • 0: Overview
      • Settings
    • 1: Inventory
    • 2: Equipment
    • 3: Abilities
  • Overview Menu Screen
    • Menu Screen Settings > Settings > Call Screen Key
    • Button List Part
  • Inventory Menu Screen
    • Inventory Part
      • Default Action
      • Available Item 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 Item Types
      • Type Box Settings
      • Ability Box Settings
    • Description Part
  • Save Changes
  • Testing
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