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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: 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
  • 3D Action RPG
  • 07 Hit & Death

07 Hit & Death

Table of Contents
  • Chomper Death Schematic
    • Play Sound
    • Combatant Animation
    • Change Color
    • Calculate Action
  • Hit Effect Schematic
    • Emit Particles
    • Wait
    • Emit Particles
  • Default Death Animation
    • Battle Settings > Default Battle Animations > Death Animation
  • Save Changes
  • Updating Prefabs
    • Add Tagged Machine
      • Start Settings
      • Machine Execution Settings
    • Copying it to other prefabs
  • Testing

In this tutorial we’ll set up hit effects and the enemy’s death animation.

We’ll mostly set up schematics for this. The hit effects are already set up on our combatant prefabs, we’ll just enable them for a short time to play them.

We’ll set up:

  • schematic to animate the enemy’s death
  • schematic handling hit effects
  • tagged machine on player and enemies to play hit effect

Let’s get to it!

Chomper Death Schematic #

First, we’ll set up the death schematic for the chomper (and another enemy).

Navigate to Schematics and start working on a new schematic.

Play Sound #

Add Node > Audio > Audio > Play Sound

We’ll play the Death sound type on the user, i.e. dying combatant (Machine Object).

  • Object (Play On)
    Select Machine Object.
  • Use Sound Type
    Enable this setting.
  • Sound Type
    Select Death.
  • Play One Shot
    Enable this setting.
  • Set Pitch
    Enable this setting.
  • Random Pitch
    Enable this setting.
  • Pitch
    Set to 0.8.
  • Pitch 2
    Set to 1.2.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the combatant’s death animation.

We only wait for a part of the time and store the remaining time – we’ll use the stored time to play a dissoving effect.

  • Object
    Select Machine Object.
  • Animation Type
    Select Death.
  • Wait
    Enable this setting.
  • Normalized Time (Wait)
    Set to 0.3.
  • Store Duration
    Enable this setting.
  • Normalized Time (Store Duration)
    Set to 0.7.
  • Variable Key
    Set to wait.
  • Variable Origin
    Select Local.

Change Color #

Add Node > Animation > Fade > Change Color

Usually this node is used to change colors (e.g. of renderers), but we can also use it to change other properties.

E.g. we’ll now use it to change the _Cutoff property of the material, dissolving our combatant. When changing float properties like this, it’ll only use the alpha value of the color.

  • Color Type
    Select Renderer.
    We’ll change the property of a renderer’s material.
  • Set Property
    Enable this setting.
  • Property Name
    Set to _Cutoff.
  • Is Float
    Enable this setting.
  • Fade
    Select Fade.
  • Wait
    Enable this setting.
  • Time
    Select Variable > Float Variable.
    We’ll use the stored time from the animation.
  • Variable Key
    Set to wait.
  • Variable Origin
    Select Local.
  • Interpolation
    Select Quadratic > Quadratic In.
  • Fade Alpha
    Enable this setting.
  • Start Color
    Select a color with no alpha (i.e. A=0).
  • End Color
    Select a color with full alpha (i.e. A=1 or 255, depending on your color picker).
  • Scope
    Select All In Children.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

This’ll handle the combatant’s actual death.

No further setup needed here.

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

Hit Effect Schematic #

Next, we’ll set up the schematic handling the hit effect. We’ll simply start emiting particles, wait and stop emiting particles.

Create a new schematic.

Emit Particles #

Add Node > Game Object > Component > Emit Particles

This node is used to start or stop emiting particles on a game object (with a particle system).

We’ll use this schematic directly on the game object with our particle effect, so the Machine Object is the game object we need.

  • Emit
    Enable this setting.
  • Stop Before Start
    Enable this setting.
    This makes sure the effect is reset.
  • Object (Target Object)
    Select Machine Object.

Wait #

Add Node > Base > Wait

  • Time
    Select Value > Value.
    Set the value to 0.1.

Emit Particles #

Copy the previous Emit Particles node.

  • Emit
    Disable this setting.

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

Default Death Animation #

Now that we have our death schematic, we’ll use it as the default death animation for all combatants.

Navigate to Combatants > Combatants > General Settings.

Battle Settings > Default Battle Animations > Death Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select the ChomperDeath schematic.

Save Changes #

That’s it for the setup in the editor.

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

Updating Prefabs #

We’ll now set up a Tagged Machine on the following prefabs:

  • Ellen Variant
  • Chomper Variant
  • Spitter Variant

You can find the prefabs in Assets/Tutorial Assets/Prefabs/Combatants/.

We’ve already set up the DamageDealerHit schematic to start tagged machines on the target of an attack. It uses the tag hitEffect, i.e. that’s what we also need for our machine’s setup. Learn more about them in this Makinom documentation.

The setup for all prefabs is the same. Open one of them for editing.

Select the GoopSprayEffect child object (it’s named a bit different on each prefab).

Add Tagged Machine #

Add a Tagged Machine component using the component menu.

Start Settings #

Click on Add Starting Tag.

  • Tag
    Set to hitEffect.

Machine Execution Settings #

  • Schematic Asset
    Select the HitEffect schematic.

That’s it for the setup.

Copying it to other prefabs #

You can now simply copy/paste the component to the other prefab’s GoopSprayEffect child objects.

To do this, right-click on the component’s title (Tagged Machine) and select Copy Component in the context menu.

Open the next prefab, find the GoopSprayEffect child object, select it and right-click on any other component’s title, select Paste Component As New – and there’s the set up component.

Repeat that on the last prefab as well.

Testing #

Hit play, let’s spill some goop!

Great, goop (and blood) sprays. Let’s hit some more.

And their death is animated properly.

 

Next, we’ll set up some HUDs.

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Updated on January 25, 2022
Table of Contents
  • Chomper Death Schematic
    • Play Sound
    • Combatant Animation
    • Change Color
    • Calculate Action
  • Hit Effect Schematic
    • Emit Particles
    • Wait
    • Emit Particles
  • Default Death Animation
    • Battle Settings > Default Battle Animations > Death Animation
  • Save Changes
  • Updating Prefabs
    • Add Tagged Machine
      • Start Settings
      • Machine Execution Settings
    • Copying it to other prefabs
  • Testing
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