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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
  • Schematics
  • Animating Target Selection

Animating Target Selection

Table of Contents
  • Highlight Schematic
    • Change Variables
    • Is Object
    • Rotate To
  • Stop Highlight Schematic
    • Variable Exists
    • Change Rotation
  • Combatant General Settings
    • Base Settings > Object Variable Settings
  • Target Settings
    • Target Selection > Target Menu
    • Target Selection > Target Highlight
    • Save Changes
  • Testing
  • Tip! Do More
  • Tip! Limitations

Use schematic target highlights to animate turning to a target.

Target highlights are used to mark a target during target selection. Usually this spawns a prefab (e.g. a cursor) on them or blink the target’s game object or HUD in a color.

However, you can also use a schematic when highlighting (and stop highlighting) a target. In this tutorial, we’ll set up a simple schematic that’ll slowly turn the user toward the target. We’ll set up 2 schematics, one for highlighting (turning to the target) and one for stopping the highlight (resetting the rotation).

This tutorial is based on the 3D RPG Quickstart tutorial series, but you can use this for any kind of project.

You can download the finished schematics here:

Download Schematics

Highlight Schematic #

We’ll start with highlighting – target highlight schematics will have the target(s) as Machine Object and the user (selecting targets) as Starting Object.

Open the Makinom editor and navigate to Schematics.

Change Variables #

Add Node > Value > Variable > Change Variables

We’ll first store the current rotation as an object variable on the user (Starting Object).

Click on Add Variable.

  • Change Type
    Select Variable.
  • Variable Key
    Set to: resetRotation
  • Variable Origin
    Select Object.
  • Object (Variable Origin)
    Select Starting Object.
  • Type
    Select Vector 3.
  • Vector3 Type
    Select Game Object > Game Object.
  • Object (Vector3 Type)
    Select Starting Object.
  • Value Origin (Vector3 Type)
    Select Rotation.

Is Object #

Add Node > Game Object > Game Object > Is Object

This node is used to check if a game object is the same as another game object.

We’ll check if target and user are the same, in which case we don’t turn.

  • Object (Object 1)
    Select Machine Object.
  • Object (Object 2)
    Select Starting Object.

Rotate To #

Add Node > Movement > Rotation > Rotate To

And finally, we’ll rotate the user (Starting Object) to the target(s) (Machine Object).

This node is connected to the Failed slot of the Is Object node (i.e. user and target are not the same).

  • Object (Rotating Object)
    Select Starting Object.
  • Rotate Component
    Select Transform.
    Using transform for rotation is always a safe bet – depending on your combatant prefab’s setup you can also use other methods, e.g. Rigidbody to involve physics.
  • Lock Rotation
    Enable X and Z.
    We’ll only rotate on the Y axis (for 3D games).
  • Rotation Target
    Select Game Object.
  • Object (Rotation Target)
    Select Machine Object.
  • Fade Rotation
    Enable this setting.
    The rotation will change over time instead of setting it immediately.
  • Time
    Select Value > Value.
    Set the value to 0.5 (or any other time you want).

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

Stop Highlight Schematic #

Next, we’ll set up the schematic used when stopping the target highlight – we’ll reset the user’s rotation back to the stored rotation (no fade this time).

Start working on a new schematic.

Variable Exists #

Add Node > Value > Variable > Variable Exists

We’ll first check if the resetRotation variable exists on the user (Starting Object).

  • Variable Key
    Set to: resetRotation
  • Variable Origin
    Select Object.
  • Object (Variable Origin)
    Select Starting Object.
  • Type
    Select Vector 3.

Change Rotation #

Add Node > Movement > Rotation > Change Rotation

We reset the user’s rotation using the resetRotation variable.

This node is connected to the Success slot of the Variable Exists node.

  • Object (Rotating Object)
    Select Starting Object.
  • Rotate Component
    Select Transform.
  • Lock Rotation
    Enable X and Z.
  • Set Rotation
    Enable this setting.
    We’ll directly set the rotation using the provided value.
    Otherwise, the rotation will be added to the current rotation (e.g. rotate by 90°).
  • Vector3 Type
    Select Vector 3 Variable.
  • Variable Key
    Set to: resetRotation
  • Variable Origin
    Select Object.
  • Object (Variable Origin)
    Select Starting Object.

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

Combatant General Settings #

Since we’re using object variables on the combatants to store the reset rotation, we need to make sure our combatants actually use object variables.

Navigate to Combatants > Combatants > General Settings and change the following settings.

Base Settings > Object Variable Settings #

  • Use Object Variables
    Enable this setting.
  • Local Variables
    Enable this setting.

Target Settings #

All that’s left to do is use the schematics for our target highlights.

Navigate to Battles > Target Settings and change the following settings.

Target Selection > Target Menu #

First, we make sure our target selection doesn’t already rotate to the target.

While it’s convenient, it’ll immediately set the rotation, while our schematic rotates over time (or also allows you to play animations, etc.).

  • Rotate To Targte
    Disable this setting.

Target Selection > Target Highlight #

We’ll add a new highlight that uses our schematic.

Click on Add Highlight.

  • Highlight Type
    Select Schematic.
  • Highlight Schematic
    Select the HighlightRotateToTarget schematic.
  • Stop Highlight Schematic
    Select the HighlightStopResetRotation schematic.

Save Changes #

And that’s it!

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

Testing #

Hit play and test the new target selection in battle.

The player combatants rotate toward the selected target and reset the rotation afterwards.

Tip! Do More #

This is only a small demonstration of what you can do.

Since you have access to user and target (and also the used ability/item the target is selected for), you can do whatever you want with it.

E.g. play an animation, show a dialogue (e.g. auto close for a small speech bubble), change the camera, etc.

Tip! Limitations #

The highlight schematics are used immediately and the system will not wait for them.

E.g. quickly changing target selections will start highlight and stop highlight schematics immediately after each other, so stop highlight might be used while highlight is still going on.

However, it’s guaranteed that the previous target’s stop highlight schematic is used before the next target’s highlight schematic.

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Updated on May 4, 2023
Table of Contents
  • Highlight Schematic
    • Change Variables
    • Is Object
    • Rotate To
  • Stop Highlight Schematic
    • Variable Exists
    • Change Rotation
  • Combatant General Settings
    • Base Settings > Object Variable Settings
  • Target Settings
    • Target Selection > Target Menu
    • Target Selection > Target Highlight
    • Save Changes
  • Testing
  • Tip! Do More
  • Tip! Limitations
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