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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
  • 03 Music & Scenes

03 Music & Scenes

Table of Contents
  • Music
    • 0: Town
    • 1: Forest
    • 2: Battle
      • Loop Settings
    • 3: Victory
    • 4: Lost
    • 5: Dungeon
  • Save Changes
  • World Scene Setup
    • Town Music Player
      • Transform
      • Music Player
      • Sphere Collider
    • Field Music Player 1
      • Transform
      • Music Player
      • Sphere Collider
    • Field Music Player 2
      • Transform
    • Add Spawn Point
      • Transform
      • Spawn Point
    • Add Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
  • Dungeon Scene Setup
    • Add Game Starter
    • Add Music Player
      • Music Player
    • Add Spawn Point
      • Transform
      • Spawn Point
    • Add Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
  • Forest Battle Arena and Dungeon Battle Arena Scene Setup
    • Add Spawn Point
      • Transform
  • Start Menu Scene Setup
    • Add Game Starter
    • Add Music Player
  • Testing

In this tutorial we’ll add music and connect our game scenes.

We’ll set up:

  • music clips in the editor
  • add music and scene connections to our game scenes

Let’s get to it!

Music #

We’ll start with setting up the music.

Open the editor and navigate to Game > Music, we’ll change the Default music and add additional music.

You can find all the music audio clips in Assets/Tutorial Assets/Audio/Music/cynicmusic – in case you want to check out other tracks from the same composer, check out cynicmusic’s other assets on opengameart.org. Most of them are available under CC0 license.

0: Town #

  • Name
    Set to Town.
  • Audio Clip
    Select TownTheme.
  • Loop Clip
    Enable this setting.

1: Forest #

  • Name
    Set to Forest.
  • Audio Clip
    Select GameMusic_ForestTheme_24.
  • Loop Clip
    Enable this setting.

2: Battle #

  • Name
    Set to Battle.
  • Audio Clip
    Select battleThemeA.
  • Loop Clip
    Enable this setting.

Loop Settings #

We’ll use a loop within the track, i.e. at a certain position we’ll change the playback position back to a previous one.

Click on Add Loop.

  • Use PCM
    Enable this setting.
  • Check PCM
    Set to 4086000.
  • Set PCM
    Set to 607000.

You can test loops directly in the editor via the Test Loop button. The Game view has to be unmuted for this to work.

3: Victory #

  • Name
    Set to Victory.
  • Audio Clip
    Select Heavy_ConceptB.
  • Loop Clip
    Disable this setting.
    The victory theme should only play once.

4: Lost #

  • Name
    Set to Lost.
  • Audio Clip
    Select 025_A_New_Town.
    Yeah, the name doesn’t match, but it sounds sad.
  • Loop Clip
    Enable this setting.

5: Dungeon #

  • Name
    Set to Dungeon.
  • Audio Clip
    Select song18.
  • Loop Clip
    Enable this setting.

Save Changes #

That’s it for the setup.

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

World Scene Setup #

Next, we’ll set up the music and scene connections of our 2 game scenes – World and Dungeon. The rest of the scenes are used in a different way (for the start menu and battle scenes).

We’ll start with the World scene, which should still be open from the last tutorial, otherwise you’ll find it at Assets/Scenes/.

We’ll add a Music Player and Scene Changer (to connect to the Dungeon scene).

Town Music Player #

Music Players are used to, well, play music. Depending the setup, the music can start playing when loading into a scene, when entering a trigger, interacting with the music player and other ways. We’ll use trigger-based playing in the World scene to play different music in town and field/forest parts of the scene.

Use the scene hierarchy context menu (Makinom > Music Player (3D)) or the scene wizard (Create Object > Music Player 3D) to create a Music Player in the scene. The 3D variant will create it with a 3D collider (used as trigger) and a Trigger Enter start setup. The 2D variant does the same with a 2D collider, the regular variant (without 2D/3D) will create an autostart player (i.e. when the scene loads).

Change the game object’s name to Music Player Town.

Transform #

We’ll place the music player in the center of the town.

  • Position
    Set to X=85, Y=10, Z=85.

Music Player #

The Music Player component handles playing the music. It’s already set up to start on Trigger Enter (see the Start Settings of the component).

  • Play Type
    Select Fade To.
  • Music Clip
    Select Town.
  • Fade Time
    Set to 1.
  • Interpolation
    Select Linear.

Sphere Collider #

We’ll increase the radius of the sphere to cover the town up to the gate, i.e. the player entering through the gate will start playing the music.

  • Radius
    Set to 60.

Field Music Player 1 #

Copy the Music Player Town game object and rename the copy to Music Player Field 1.

Transform #

We’ll place it at the exit of the gate.

  • Position
    Set to X=160, Y=10, Z=83.

Music Player #

We’ll fade to the Forest music.

  • Music Clip
    Select Forest.

Sphere Collider #

Decrease the radius.

  • Radius
    Set to 10.

Field Music Player 2 #

Copy the Music Player Field 1 and rename the copy to Music Player Field 2.

Transform #

We’ll place it at the exit of the dungeon (the brownish-gray building in the upper left part of the scene).

When we leave the dungeon, we’ll spawn within the music player and start playing the music.

  • Position
    Set to X=65, Y=10, Z=208.

We can keep the rest as it is.

Add Spawn Point #

Create a Spawn Point either using the scene hierarchy context menu (Makinom > Spawn Point) or the Makinom scene wizard (Create Game Object > Spawn Point).

This spawn point will be used when returning from the dungeon, so it should be placed at the dungeon entrance.

The spawn point automatically receives the next unused Spawn ID, which should be 1, since we already have 1 spawn point in our town (which has spawn ID 0). When returning from the dungeon, the scene changer will use spawn ID 1 to place us at this new spawn point.

Transform #

We’ll adjust the rotation of the spawn point’s game object, as we’ll use it for the rotation of our spawning player.

  • Position
    Set to X=63, Y=8, Z=208.
  • Rotation
    Set to X=0, Y=90, Z=0.

Spawn Point #

And we’ll have to enable using the spawn point’s rotation when spawning the player.

  • Use Rotation
    Enable Y.

Add Scene Changer #

Usually we’ll add scene changers like spawn points, i.e. using scene hierarchy context menu or scene wizard to create a new game object.

For our dungeon entry, there’s already most of the setup done for us, as there is already a collider used as trigger added to it.

All we need to do is add a Scene Changer component to the Dungeon Entry game object.

So, select the Dungeon Entry game object (i.e. the root of the dungeon entry) and use the component menu to add a Scene Changer component.

Scene Change Settings > Scene Settings > Target Scene 0 #

All we need to do is set which scene should be loaded by the scene changer.

  • Target Scene
    Set to Dungeon.
  • Position Type
    Select Spawn ID.
  • Spawn ID
    Select Value > Value.
  • Value (Spawn ID)
    Set to 0.
    This will be the spawn ID of the spawn point we’ll add to the dungeon scene.

The rest of the scene changer’s setup is arleady how we need it, using Trigger Enter to start the scene change.

That’s it for the World scene – don’t forget to save your changes.

Dungeon Scene Setup #

Open the Dungeon scene, we’ll add:

  • game starter
  • music player
  • spawn point
  • scene changer

We don’t use Camera Borders in this scene, i.e. the camera is not restricted.

Add Game Starter #

Don’t forget that you need to add a Game Starter to a scene if you want to do a quick playtest right in the scene.

Create an ORK Game Starter either using the scene hierarchy context menu (ORK Framework > ORK Game Starter) or the Makinom scene wizard (Add ORK Game Starter > Add ORK Game Starter).

It doesn’t really matter where you place the game starter, but make sure to enable Start Game for quick game testing.

  • Start Game
    Enable this setting.

Add Music Player #

This time we’ll automatically start playing music when loading the scene.

Use the scene hierarchy context menu (Makinom > Music Player) or the scene wizard (Create Object > Music Player) to create a Music Player in the scene. It’s set up Start when the scene is loaded.

Music Player #

  • Play Type
    Select Fade Out Play.
    This’ll fade out the current music and play the music player’s track afterwards.
  • Music Clip
    Select Dungeon.
  • Fade Time
    Set to 1.
  • Interpolation
    Select Linear.

Add Spawn Point #

Create a Spawn Point either using the scene hierarchy context menu (Makinom > Spawn Point) or the Makinom scene wizard (Create Game Object > Spawn Point).

Place the spawn point at the entrance to the dungeon, i.e. in front of the staircase leading upwards.

Transform #

We’ll adjust the rotation of the spawn point’s game object, as we’ll use it for the rotation of our spawning player.

  • Rotation
    Set to X=0, Y=-90, Z=0.

Spawn Point #

And we’ll have to enable using the spawn point’s rotation when spawning the player.

  • Use Rotation
    Enable Y.

Add Scene Changer #

Like with the dungeon entry, the staircase already has a collider used as trigger added to it, so we just need to add the Scene Changer component.

Select the Entrance_Staircase_Block game object – you can easily select it by clicking on the arch of the staircase.

The scene changer has to be added to the root game object (Entrance_Staircase_Block), not one of it’s child objects. Use the component menu to add a Scene Changer component.

Scene Change Settings > Scene Settings > Target Scene 0 #

All we need to do is set which scene should be loaded by the scene changer.

  • Target Scene
    Set to World.
  • Position Type
    Select Spawn ID.
  • Spawn ID
    Select Value > Value.
  • Value (Spawn ID)
    Set to 1.
    This was the spawn ID of the spawn point we added in front of the dungeon entry.

And that’s it for now – don’t forget to save your changes.

Forest Battle Arena and Dungeon Battle Arena Scene Setup #

The setup for the Forest Battle Arena and Dungeon Battle Arena scenes is the same – all we need to do is add a Spawn Point at the center (X=0, Y=1, Z=0).

We’ll later use this to spawn the battle.

Add Spawn Point #

Use the scene hierarchy context menu to create a new spawn point: Makinom > Spawn Point

The Spawn ID should be set to 0.

Transform #

  • Position
    Set to X=0, Y=1, Z=0.

Start Menu Scene Setup #

And lastly, open the Start Menu scene.

We’ll add a music player to stop whatever music is playing and a game starter (but not set up to start the game).

Add Game Starter #

Use the scene hierarchy context menu to add an ORK Game Starter: ORK Framework > ORK Game Starter

We can keep the default setup – i.e. the Project asset is already selected and Start Game is disabled.

Add Music Player #

Use the scene hierarchy context menu: Makinom > Music Player

  • Play Type
    Select Stop.

Save the changes you’ve made in the scene.

Testing #

Open the World or Dungeon scene and hit play.

You can now move between scenes and enjoy how the music changes. Though, the scene changes look a bit off, because we’re missing the screen fades without having a UI system set up.

 

So, next, we’ll set up the UI system!

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Updated on March 9, 2023
Table of Contents
  • Music
    • 0: Town
    • 1: Forest
    • 2: Battle
      • Loop Settings
    • 3: Victory
    • 4: Lost
    • 5: Dungeon
  • Save Changes
  • World Scene Setup
    • Town Music Player
      • Transform
      • Music Player
      • Sphere Collider
    • Field Music Player 1
      • Transform
      • Music Player
      • Sphere Collider
    • Field Music Player 2
      • Transform
    • Add Spawn Point
      • Transform
      • Spawn Point
    • Add Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
  • Dungeon Scene Setup
    • Add Game Starter
    • Add Music Player
      • Music Player
    • Add Spawn Point
      • Transform
      • Spawn Point
    • Add Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
  • Forest Battle Arena and Dungeon Battle Arena Scene Setup
    • Add Spawn Point
      • Transform
  • Start Menu Scene Setup
    • Add Game Starter
    • Add Music Player
  • Testing
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