In this tutorial we’ll set up crafting recipes.
This tutorial continues the sub-series for setting up crafting.
We’ll use the items we set up as ingredients to create various potions and equipment.
Learn more about the crafting system in this documentation.
Crafting Types #
First, we’ll set up crafting types for our different kinds of recipes.
Navigate to Inventory > Crafting Settings & Types, we’ll change the Default type and add additional types.
Potions #
- Name
Set to: Potions - Description
Set to: Create potions. - Sprite (Icon)
Select icons_61.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Crafting Type Settings #
- Item Type
Select Recipes.
Weapons #
Copy the Potions type, so we don’t have to set up the item type again.
- Name
Set to: Weapons - Description
Set to: Craft weapons. - Sprite (Icon)
Select icons_481.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Shields #
Copy the Weapons type.
- Name
Set to: Shields - Description
Set to: Craft shields. - Sprite (Icon)
Select icons_39.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Armor #
Copy the Shields type.
- Name
Set to: Armor - Description
Set to: Craft armor. - Sprite (Icon)
Select icons_2.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Accessories #
Copy the Armor type.
- Name
Set to: Accessories - Description
Set to: Craft acessories. - Sprite (Icon)
Select icons_20.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Potion Recipes #
Next, we’ll set up crafting recipes – we’ll start with the potions.
Navigate to Inventory > Crafting Recipes, we’ll change the Default recipe and add additional recipes.
Potion Recipe #
This recipe will create a simple potion out of an empty bottle and a strange liquid.
- Name
Set to: Potion Recipe - Description
Set to: Creates a potion. - Sprite (Icon)
Select icons_164.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Item Settings #
- Crafting Type
Select Potions.
Ingredients #
The ingredients define the items that are needed to create the outcome.
Click on Add Ingredient.
- Item
Select Empty Bottle. - Quantity
Select Value > Value.
Set the value to 1.
Click on Add Ingredient.
- Item
Select Strange Liquid. - Quantity
Select Value > Value.
Set the value to 1.
Outcome #
The outcome defines what will be the result of the craft.
Click on Add Outcome.
- Item
Select Potion. - Quantity
Select Value > Value.
Set the value to 1.
High Potion Recipe #
Copy the Potion Recipe – we’ll adjust a few things. The high potion requires 1 empty bottle and 3 strange liquids.
- Name
Set to: High Potion Recipe - Description
Set to: Creates a high potion. - Sprite (Icon)
Select icons_167.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 1 #
The high potion will require 3 strange liquids instead of 1.
- Quantity
Select Value > Value.
Set the value to 3.
Outcome #
- Item
Select High Potion.
Magic Potion Recipe #
Copy the Potion Recipe again. The magic potion requires 1 empty bottle, 1 strange liquid and 1 slime.
- Name
Set to: Magic Potion Recipe - Description
Set to: Creates a magic potion. - Sprite (Icon)
Select icons_155.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients #
Click on Add Ingredient.
- Item
Select Slime. - Quantity
Select Value > Value.
Set the value to 1.
Outcome #
- Item
Select Magic Potion.
Super Potion Recipe #
Copy the Magic Potion Recipe. The super potion requires 1 empty bottle, 3 strange liquid, 1 slime and 1 bone.
- Name
Set to: Super Potion Recipe - Description
Set to: Creates a super potion. - Sprite (Icon)
Select icons_155.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 1 #
- Quantity
Select Value > Value.
Set the value to 3.
Click on Add Ingredient.
- Item
Select Bone. - Quantity
Select Value > Value.
Set the value to 1.
Outcome #
- Item
Select Super Potion.
Revive Potion Recipe #
Copy the Magic Potion Recipe again. The revive potion requires 1 empty bottle, 1 strange liquid and 1 bone.
- Name
Set to: Revive Potion Recipe - Description
Set to: Creates a revive potion. - Sprite (Icon)
Select icons_173.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 2 #
- Item
Select Bone.
Outcome #
- Item
Select Revive Potion.
Antidote Recipe #
Copy the Revive Potion Recipe. The antidote requires 1 empty bottle, 1 strange liquid and 1 venom.
- Name
Set to: Antidote Recipe - Description
Set to: Creates an antidote. - Sprite (Icon)
Select icons_174.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 2 #
- Item
Select Venom.
Outcome #
- Item
Select Antidote.
Cough Drops Recipe #
Copy the Antidote Recipe. The cough drops requires 1 empty bottle, 1 strange liquid and 1 bat wing.
- Name
Set to: Cough Drops Recipe - Description
Set to: Creates an antidote. - Sprite (Icon)
Select icons_174.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 2 #
- Item
Select Bat Wing.
Outcome #
- Item
Select Cough Drops.
Weapon Recipes #
We’ll continue with the weapon recipes – keep adding new crafting recipes.
We don’t set up recipes for the standard equipment and start with the next round of equipment.
Dagger 2 Recipe #
Add a new crafting recipe. The dagger 2 requires 1 wood and 1 iron.
- Name
Set to: Dagger 2 Recipe - Description
Set to: Crafts a dagger. - Sprite (Icon)
Select icons_408.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Tip!
Want to add the description of the crafted item to the recipe’s description?
Use text codes for this – you can easily add text codes for the correct item using the buttons above the text field you’re editing.
Click on More to show more options and select Data – this shows all available data, data entries and their text codes.
Select Equipment in the first popup, Dagger 2 in the 2nd popup and Description in the 3rd popup. Click on add to add the description of the Dagger 2 equipment.
Item Settings #
- Crafting Type
Select Weapons.
Ingredients #
Click on Add Ingredient.
- Item
Select Wood. - Quantity
Select Value > Value.
Set the value to 1.
Click on Add Ingredient.
- Item
Select Iron. - Quantity
Select Value > Value.
Set the value to 1.
Outcome #
Click on Add Outcome.
- Type
Select Equipment. - Equipment
Select Dagger 2. - Quantity
Select Value > Value.
Set the value to 1.
Sword 2 Recipe #
Copy the Dagger 2 Recipe. The sword 2 requires 1 wood and 2 iron.
- Name
Set to: Sword 2 Recipe - Description
Set to: Crafts a sword. - Sprite (Icon)
Select icons_482.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 1 #
- Quantity
Select Value > Value.
Set the value to 2.
Outcome #
- Equipment
Select Sword 2.
Axe 1 Recipe #
Copy the Sword 2 Recipe. The axe 1 requires 1 wood and 2 iron, same as the sword.
- Name
Set to: Axe 1 Recipe - Description
Set to: Crafts an axe. - Sprite (Icon)
Select icons_375.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Outcome #
- Equipment
Select Axe 1.
Axe 2 Recipe #
Copy the Axe 1 Recipe. The axe 2 requires 2 wood and 3 iron.
- Name
Set to: Axe 2 Recipe - Description
Set to: Crafts an axe.
Ingredients > Ingredient 0 #
- Quantity
Select Value > Value.
Set the value to 2.
Ingredients > Ingredient 1 #
- Quantity
Select Value > Value.
Set the value to 3.
Outcome #
- Equipment
Select Axe 2.
Hammer 1 Recipe #
Copy the Sword 2 Recipe. The hammer 1 requires 1 wood and 2 iron, same as the sword.
- Name
Set to: Hammer 1 Recipe - Description
Set to: Crafts a hammer. - Sprite (Icon)
Select icons_445.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Outcome #
- Equipment
Select Hammer 1.
Bow 2 Recipe #
Copy the Hammer 1 Recipe. The bow 2 requires 3 wood and 1 iron.
- Name
Set to: Bow 2 Recipe - Description
Set to: Crafts a bow. - Sprite (Icon)
Select icons_392.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 0 #
- Quantity
Select Value > Value.
Set the value to 3.
Ingredients > Ingredient 1 #
- Quantity
Select Value > Value.
Set the value to 1.
Outcome #
- Equipment
Select Bow 2.
Staff 2 Recipe #
Copy the Bow 2 Recipe. The staff 2 requires 3 wood.
- Name
Set to: Staff 2 Recipe - Description
Set to: Crafts a staff. - Sprite (Icon)
Select icons_473.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ingredients > Ingredient 1 #
Remove this ingredient.
Outcome #
- Equipment
Select Staff 2.
Equipment Recipes #
We’ll continue with the shield, armor and accessory recipes – keep adding new crafting recipes.
Shield 1 Recipe #
Add a new crafting recipe. The shield 1 requires 2 wood and 1 iron.
- Name
Set to: Shield 1 Recipe - Description
Set to: Crafts a shield. - Sprite (Icon)
Select icons_39.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Item Settings #
- Crafting Type
Select Shields.
Ingredients #
Click on Add Ingredient.
- Item
Select Wood. - Quantity
Select Value > Value.
Set the value to 2.
Click on Add Ingredient.
- Item
Select Iron. - Quantity
Select Value > Value.
Set the value to 1.
Outcome #
Click on Add Outcome.
- Type
Select Equipment. - Equipment
Select Shield 1. - Quantity
Select Value > Value.
Set the value to 1.
Shield 2 Recipe #
Copy the Shield 1 Recipe. The shield 2 requires 3 wood and 2 iron.
- Name
Set to: Shield 2 Recipe - Description
Set to: Crafts a shield.
Ingredients > Ingredient 0 #
- Quantity
Select Value > Value.
Set the value to 3.
Ingredients > Ingredient 1 #
- Quantity
Select Value > Value.
Set the value to 2.
Outcome #
- Equipment
Select Shield 2.
Armor 2 Recipe #
Copy the Shield 2 Recipe. The armor 2 requires 1 wood and 3 iron.
- Name
Set to: Armor 2 Recipe - Description
Set to: Crafts an armor. - Sprite (Icon)
Select icons_2.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Item Settings #
- Crafting Type
Select Armor.
Ingredients > Ingredient 0 #
- Quantity
Select Value > Value.
Set the value to 1.
Ingredients > Ingredient 1 #
- Quantity
Select Value > Value.
Set the value to 3.
Outcome #
- Equipment
Select Armor 2.
Poison Ward Recipe #
Copy the Armor 2 Recipe. The poison ward requires 1 wood, 1 iron, 3 antidote and 3 venom.
- Name
Set to: Poison Ward Recipe - Description
Set to: Crafts an accessory. - Sprite (Icon)
Select icons_20.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Item Settings #
- Crafting Type
Select Accessories.
Ingredients > Ingredient 1 #
- Quantity
Select Value > Value.
Set the value to 3.
Click on Add Ingredient.
- Item
Select Antidote. - Quantity
Select Value > Value.
Set the value to 3.
Copy Ingredient 2.
- Item
Select Venom.
Outcome #
- Equipment
Select Poison Ward.
Save Changes #
And that’s it for the crafting recipe setup.
Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.
Next, we’ll set up the crafting menu screen.