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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
  • Animating Target Selection
  • 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: Battle Actions 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

  • 2.5D Setup
  • Click Attack
  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Local Multiplayer
  • Multi Interaction Controllers
  • Target Selection Lines
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • Gameplay Bits
  • HUD Effects With Conditional Schematics

HUD Effects With Conditional Schematics

Table of Contents
  • Scale Up
    • Change UI Scale
  • Scale Normal
    • Change UI Scale
  • HUD Setup
    • Schematics
    • Save Changes
  • Testing

Use conditional schematics to enhance your HUDs!

Beside using schematics when opening or closing a HUD (e.g. fading them in/out), you can use conditional schematics while the HUD is displayed.

Conditional schematics check the HUD’s user/content and use a schematic when the conditions are valid or invalid. I.e. each time the outcome of the conditions change, either the valid or invalid schematic is used.

In this tutorial, we’ll use conditional schematics to slightly increase the scale of a combatant’s HUD in a Timebar HUD while the combatant selects actions and return it to the regular scale afterwards.

This tutorial is based on the 3D RPG Playground series, but you can use this for any kind of project (or HUD).

Scale Up #

We’ll start with the schematic to increase the scale.

Open the Makinom editor and navigate to Schematics.

Change UI Scale #

Add Node > UI > Change UI Scale

This node is used to set or fade the scale of UI elements (e.g. flying texts, UI boxes or HUDs).

We’ll fade the scale to 1.1 in a very short time.

  • Vector3 Type (Scale Factor)
    Select Value > Value.
  • Value (Scale Factor)
    Set to X=1.1, Y=1.1, Z=1.1.
  • Fade
    Enable this setting.
  • Time
    Select Value > Value.
    Set the value to 0.1.
  • Interpolation
    Select Linear.
  • Data Key
    Set to ui.
  • Data Origin
    Select Local.

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

Scale Normal #

The same as for scale up, just returning to a scale of 1.

Change UI Scale #

Add Node > UI > Change UI Scale

We’ll fade the scale to 1 in a very short time.

  • Vector3 Type (Scale Factor)
    Select Value > Value.
  • Value (Scale Factor)
    Set to X=1, Y=1, Z=1.
  • Fade
    Enable this setting.
  • Time
    Select Value > Value.
    Set the value to 0.1.
  • Interpolation
    Select Linear.
  • Data Key
    Set to ui.
  • Data Origin
    Select Local.

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

HUD Setup #

With our schematics set up, we can use them on our HUDs. They can be used on any HUD you want, but for this tutorial we’ll use it in the Player Timebar Icon HUD, which is used by the timebar to display the player combatants.

Navigate to UI > HUDs and select the Player Timebar Icon HUD.

Schematics #

The HUD currently uses the default schematics for all HUDs (fading in/out), so we’ll need to set them up again due to using a custom setup now.

  • Own Schematics
    Enable this setting.
  • Before Open Schematic
    Select the UIFadeIn schematic (or any other schematic you want).
  • Wait (Before Open Schematic)
    Enable this setting.
  • Before Close Schematic
    Select the UIFadeOut schematic (or any other schematic you want).
  • Wait (Before Close Schematic)
    Enable this setting.

Now, we’ll add the conditional schematics. We’ll check if the HUD user, i.e. the combatant that it’s displayed for, is currently selecting actions.

Click on Add Conditional Schematic.

  • Valid Schematic
    Select the UIScaleUp schematic.
    This’ll be used if the HUD’s user matches the conditions, i.e. is currently selecting actions.
  • Invalid Schematic
    Select the UIScaleNormal schematic.
    This’ll be used if the conditions failed, i.e. the user isn’t selecting actions.

Click on Add Condition to add the condition we’ll check for.

  • Condition Type
    Select Combatant Status.
  • Game Object
    Select User.
    This’ll use the HUD’s user and is the default setup (so not really something you need to set up).

Click on Add Status Condition to add the actual status condition we check’ll.

  • Status Needed
    Select Is Choosing.
    This condition checks if the combatant is selecting actions.
  • Is Choosing
    Enable this setting.
    We check for the combatant currently selecting actions.

Save Changes #

And that’s it – click on Save Settings to save the changes.

Testing #

Hit play and test the new HUD effect.

Naturally, this’ll only be used during Active Time battles – if you don’t have that set up, you can also use this in a Turn Order or any other type of HUD (displaying a combatant, due to the used conditions).

UI
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Updated on August 26, 2022
Table of Contents
  • Scale Up
    • Change UI Scale
  • Scale Normal
    • Change UI Scale
  • HUD Setup
    • Schematics
    • Save Changes
  • Testing
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