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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
  • 3D RPG Quickstart
  • 01 Initial Setup

01 Initial Setup

Table of Contents
  • 3D Setup and more
    • Base Settings
    • ORK Game Settings > Player/Group Settings
    • ORK Game Settings > Game Over Settings
  • Game Controls
    • ORK Control Settings > Player Controls
    • ORK Control Settings > Camera Controls
      • Rotation Settings
  • Input Keys
    • 2: Accept
      • Input ID Setting 0
    • 6: Menu
      • Content Information
      • Input ID Setting 0
  • Sound Types
    • 0: Attack
    • 1: Hit
    • 2: Death
  • Save Changes

In this tutorial we’ll handle some initial settings.

We start with some basic setup for 3D games, our game controls and some other small settings.

We’ll set up:

  • a few 3D related settings
  • player group settings (faction, size)
  • game controls
  • input keys
  • sound types

Let’s get to it!

3D Setup and more #

First, we’ll handle some settings for our 3D game – it’s pretty simple, we need to prioritize 3D raycasting (or limit it completely to 3D) and set the default horizontal plane to use a 3D setup. This is the default setup in a new project, so we mainly take a look at it, in case you want to do 2D, this is something that you need to change.

Most of our setup will be done in the Makinom editor, you can open it via Unity’s menu: Window > Gaming Is Love > Makinom

Or: Window > Gaming Is Love > ORK Framework (same editor as Makinom)

You can also open the editor using a keyboard shortcut: CTRL + ALT + M (Windows) or CMD + ALT + M (Mac)

You’ll find the main sections of the editor at the top of the editor window. The sub-sections of the selected main section are displayed at the left side of the editor window.

The tutorials will often ask you to navigate somewhere, which is in the style of MainSection > SubSection, e.g. you now need to navigate to the main section Game and it’s sub-section Game Settings.

Navigate to Game > Game Settings and change the following settings.

Base Settings #

  • Default Horizontal Plane
    Select XZ.
    Use this for 3D games.
  • Default Raycast Type
    Select First 3D or Only 3D.
    Using First 3D will check with 3D raycasting first and fall back to 2D raycasting if nothing was hit, use it in case you’re mixing 3D and 2D physics in your game.
    Using Only 3D will only check with 3D raycasting.
    Both are fine for our setup (though we only use 3D physics).

As their names suggest, these are the Default settings – everything that uses them has also options to overrule them with a custom setup, but you’ll usually not need that unless you have some special cases where you switch perspective or change between 2D and 3D.

ORK Game Settings > Player/Group Settings #

We also need to select the player’s faction and set the battle group size to 2.

  • Default Faction
    Select Player.
  • Battle Group Size
    Set to 2.

ORK Game Settings > Game Over Settings #

Since we’re already here, let’s check out what happens on game over (we don’t need to change the default setup, though).

The game over settings let you e.g. load a special game over scene, show a choice dialogue (e.g. load game) and more. The default setup will simply load the start menu scene (which we’ll define later in UI > Start Menu).

We’ll stick with the default setup, which shouldn’t show a choice and load the start menu instead:

  • Show Choice
    Disable this setting.
  • Load Start Menu Scene
    Enable this setting.

Game Controls #

We’ll use ORK’s built-in Button controls and the Top Down Border camera. A fresh project setup already comes with some default input keys (e.g. WASD movement keys) set up for us, so we just need to use them in our controls. You can learn more about game controls in ORK in this documentation.

Navigate to Base/Control > Game Controls.

ORK Control Settings > Player Controls #

We’ll use the Button controls – this is the default setup, we just need to select the input keys we’re using.

The Button player controller moves the player using a Character Controller component – the tutorial assets are already set up that way. When working on your own projects or using different prefabs/models, keep in mind that you’ll need a Character Controller if you want to use the Button player control. You can also use different ways to move the player, this is handled by the Move Type setting.

  • Vertical Axis
    Select Vertical Move.
  • Horizontal Axis
    Select Horizontal Move.

ORK Control Settings > Camera Controls #

We’ll use the Top Down Border camera – this camera control can be used in both 2D and 3D games (handling is based on the horizontal plane we just set up).

This camera control can also use Camera Border components in the scene to limit the viewing area for the camera, more on that in the next tutorial.

  • Camera Control Type
    Select Top Down Border.
  • Use Child Object
    Set to Head.
    This is a child object on our player combatants (or rather, every combatant’s prefab).
    Instead of the camera being pointed at the player’s position, it’ll look at the head, giving a better camera placement.

Rotation Settings #

We’ll allow rotating the camera using the mouse.

  • Use Rotation In
    Select Both.
    We can rotate the camera in the field and in battle (when camera control is allowed).
  • Remember Rotation
    Enable this setting.
    This’ll keep the camera’s rotation when changing scenes.

We’ll use the Mouse/Touch Controls.

  • Input Type
    Select Both.
    We’ll alove mouse and touch control.
  • Mouse Button
    Set to 1.
    Uses the right mouse button.
  • Finger Count
    Set to 2.
    Uses 2 fingers.
  • Click Count
    Set to 1.
    Uses 1 click/touch inputs, e.g. set to 2 for double click/touch to initiate the rotation.
  • Mode
    Select Move.
    The rotation is used when moving the cursor/fingers.

Input Keys #

The input keys define the inputs the player can use. We’ll change the Accept input key to use Space instead of Return and also add a new input key to call our menu (which we’ll set up later).

You can learn more about input keys in this Makinom documentation.

Navigate to Base/Control > Input Keys and select the Accept input key.

2: Accept #

This input key is set up in a default project and used to accept UI selections and interact with the game world. We’ll change the used keyboard key.

Input ID Setting 0 #

  • Positive Key
    Select Space.
    Have trouble finding it in the long ist of available keys?
    Try using the search feature of the popup selections!

6: Menu #

Add a new input key using the Add button above the list of available input keys.

Change the following settings of the newly added input key.

Content Information #

These settings define the content (name, description, icon, etc.) of the input key (or whatever data you set up, e.g. items, combatants, etc.).

  • Name
    Set to: Menu

Input ID Setting 0 #

  • Input Origin
    Select Key Code.
  • Positive Key
    Select F1.
  • Input Handling
    Select Down.
    The input is recognized only the moment the key is pressed down, i.e. not while continuing to hold it.

Sound Types #

Sound types are used to bind audio clips to a defined type and assign them to combatants or game objects. We’ll use them to play attack, hit and death sound effects without worrying about what sound is actually played, as that’s up to the sound assignments of the combatants.

Navigate to Base/Control > Sound Types, we’ll set up 3 of them (including the already added Default one).

0: Attack #

  • Name
    Set to: Attack

1: Hit #

  • Name
    Set to: Hit

2: Death #

  • Name
    Set to: Death

Save Changes #

That’s it for now, time to do a first save in our project.

Changes in the editor are not automatically saved, you have to actively do that by clicking on the Save Settings button at the bottom of the editor.

Since this is the first time saving, there’s quite a lot of changes listed, since all data is new.

Tip!

Saving in the editor can automatically create a backup of the previous data. This is a time consuming process – I’d recommend to disable Create Backup for now and only use this option from time to time (e.g. once a day) to create backups willingly.

 

Next, we’ll set up our player and spawn it.

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Updated on March 9, 2023
Table of Contents
  • 3D Setup and more
    • Base Settings
    • ORK Game Settings > Player/Group Settings
    • ORK Game Settings > Game Over Settings
  • Game Controls
    • ORK Control Settings > Player Controls
    • ORK Control Settings > Camera Controls
      • Rotation Settings
  • Input Keys
    • 2: Accept
      • Input ID Setting 0
    • 6: Menu
      • Content Information
      • Input ID Setting 0
  • Sound Types
    • 0: Attack
    • 1: Hit
    • 2: Death
  • Save Changes
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