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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: 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
  • Schematics
  • Battle Start Schematic

Battle Start Schematic

Table of Contents
  • Battle Start Schematic
    • Settings
    • Store Music
    • Change Music
    • Fade Screen
    • Place At Spots
    • Spawn Battle Combatants
    • Wait
    • Look At Enemies
    • Fade Screen
  • Teleport Battle Start Schematic
    • Settings
    • Store Music
    • Change Music
    • Store Scene
    • Load Scene
      • Target Scene 0
      • Screen Fade Settings
    • Place At Spots
    • Spawn Battle Combatants
    • Wait
    • Look At Enemies
    • Fade Screen
  • Using the Battle Start Schematic
    • Battle System
      • Base Settings > Battle Start/End Schematics
    • Battle Component
      • Battle Settings > Battle Start/End Schematics
  • Add More
    • Change Camera Position
    • Show Dialogue
    • Combatant Animation

Create a simple schematic that can be used as a battle’s start schematic.

In this tutorial we’ll create two very simple battle start schematics. One for starting a battle in the same scene, one for loading a battle scene where the battle takes place.

Both will do the following:

  • remember the current music and play the battle music
  • fade out the screen
  • spawn and place combatants
  • fade in the screen again

The teleport battle start schematic will additionally store the current scene and player position and load the battle scene.

Battle Start Schematic #

A battle start schematic is used at the start of a battle to e.g. animate the battle introduction, spawn and place combatants at their battle spots.

You can download the finished schematic here:

Download Schematic

Please note that you’ll have to update the used music in the Change Music node of the schematic.

 

Settings #

We want the player and camera controls to be blocked during this schematic.

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Store Music #

Add Node > Audio > Music > Store Music

We store the currently playing music to be able to resume playing it after the battle (i.e. in a battle end schematic).

The default setup of the node should usually already be what you need. Please note that this depends on which music channel your music is playing.

  • Music Channel
    Set to 0.
  • Store ID
    Set to 0.

Change Music #

Add Node > Audio > Music > Change Music

Now we change the music to our battle music.

This requires you to already have a music clip set up in Game > Music.

  • Music Channel
    Set to 0.
  • Play Type
    Select Fade To.
  • Music Clip
    Select your battle music.
  • Fade Time
    Set to 1.
  • Interpolation
    Select Linear.

Fade Screen #

Add Node > Animation > Fade > Fade Screen

We’ll fade out the screen to hide our combatant spawning and placement.

  • Wait
    Enable this setting.
  • Time
    Set to 0.2.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Green/Blue
    Enable all.
  • Start Color
    Set to a white color with no alpha (fully transparent).
    E.g. R=255, G=255, B=255, A=0.
  • End Color
    Set to a white color with full alpha (not transparent).
    E.g. R=255, G=255, B=255, A=255.

Place At Spots #

Add Node > Battle > Spawn > Place At Spots

This’ll place the already spawned combatants (e.g. the player) at their battle spots.

  • Place All
    Enable this setting.

Spawn Battle Combatants #

Add Node > Battle > Spawn > Spawn Battle Combatants

This’ll spawn all combatants participating in battle.

  • Spawn All
    Enable this setting.

Wait #

Add Node > Base > Wait

Add a short wait time to make sure Unity spawned the combatants (usually happens at the end of the current frame).

  • Time
    Select Value > Value.
    Set the value to 0.1.

Look At Enemies #

Add Node > Battle > Combatant > Look At Enemies

Our combatant’s are spawned, but they’ll probably not look where we want them to. This node will make each faction look at the center of their enemies, i.e. the player looks at the enemies, the enemies look at the player.

Please note that you shouldn’t use this node in 2D games.

  • Use Combatant
    Disable this setting.
    When enabled, this’d let us select a combatant/game object to use instead of using all combatants participating in battle.

Fade Screen #

Add Node > Animation > Fade > Fade Screen

We need to fade in the screen again – let’s make this easy and copy the previous Fade Screen node and connect it to the Next slot of the Look At Enemies node.

Change the following settings in the copied node.

  • Time
    Set to 0.5.
    We’ll take a little more time to fade in to not have the fade be too flashy.

Click on the Swap Colors button to change our fade direction.

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

Teleport Battle Start Schematic #

Your battle should take place in a different scene? Sure, we just need to do small changes to get this going.

  • store the current scene and player position (used in battle end schematics to return to it)
  • instead of fading out the screen, load the battle scene and handle the fade out there

You can download the finished schematic here:

Download Schematic

Please note that you’ll have to update the used music in the Change Music node of the schematic.

 

Settings #

We want the player and camera controls to be blocked during this schematic.

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Store Music #

Add Node > Audio > Music > Store Music

We store the currently playing music to be able to resume playing it after the battle (i.e. in a battle end schematic).

The default setup of the node should usually already be what you need. Please note that this depends on which music channel your music is playing.

  • Music Channel
    Set to 0.
  • Store ID
    Set to 0.

Change Music #

Add Node > Audio > Music > Change Music

Now we change the music to our battle music.

This requires you to already have a music clip set up in Game > Music.

  • Music Channel
    Set to 0.
  • Play Type
    Select Fade To.
  • Music Clip
    Select your battle music.
  • Fade Time
    Set to 1.
  • Interpolation
    Select Linear.

Store Scene #

Add Node > Game > Scene > Store Scene

This node stores the current scene and player position, this can be used by Load Scene nodes to return to the stored position.

The default setup should already work – you’ll mainly define how the scene is loaded.

  • Load Type
    Select Load Level.
    You can also load scenes additive or asynchronously.

Load Scene #

Add Node > Game > Scene > Load Scene

Now we’ll load the scene the battle should take place in.

  • Spawn Machine Object
    Enable this setting.
    This will place the machine’s game object instead of the player – in this case, this’ll place the battle game object.

Target Scene 0 #

The Target Scene settings define the scene that will be loaded and where to spawn the machine (e.g. via spawn point).

  • Target Scene
    Define the name of your scene.
  • Position Type
    Select Spawn ID.
    This’ll use a Spawn Point in the loaded scene to place the battle.
  • Load Type
    Select Load Level.
  • Spawn ID
    Select Value > Value.
    Set the value to 0 (or whatever spawn ID you want to use).

Screen Fade Settings #

We handle fading out the screen here.

  • Own Screen Fade
    Enable this setting.
    If disabled, the scene change will use the default screen fade setup (defined in Game > Game Settings).

We’ll use the Screen Fade Out settings.

  • Fade Out
    Enable this setting.
  • Time
    Set to 0.2.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Green/Blue
    Enable all.
  • Start Color
    Set to a white color with no alpha (fully transparent).
    E.g. R=255, G=255, B=255, A=0.
  • End Color
    Set to a white color with full alpha (not transparent).
    E.g. R=255, G=255, B=255, A=255.

We don’t use the Screen Fade In settings, we’ll fade in later after handling some other things.

  • Fade In
    Disable this setting.

Place At Spots #

Add Node > Battle > Spawn > Place At Spots

This’ll place the already spawned combatants (e.g. the player) at their battle spots.

This is probably not needed in a teleport battle start since no spawned combatants should be there – but it doesn’t hurt to have it.

  • Place All
    Enable this setting.

Spawn Battle Combatants #

Add Node > Battle > Spawn > Spawn Battle Combatants

This’ll spawn all combatants participating in battle.

  • Spawn All
    Enable this setting.

Wait #

Add Node > Base > Wait

Add a short wait time to make sure Unity spawned the combatants (usually happens at the end of the current frame).

  • Time
    Select Value > Value.
    Set the value to 0.1.

Look At Enemies #

Add Node > Battle > Combatant > Look At Enemies

Our combatant’s are spawned, but they’ll probably not look where we want them to. This node will make each faction look at the center of their enemies, i.e. the player looks at the enemies, the enemies look at the player.

Please note that you shouldn’t use this node in 2D games.

  • Use Combatant
    Disable this setting.
    When enabled, this’d let us select a combatant/game object to use instead of using all combatants participating in battle.

Fade Screen #

Add Node > Animation > Fade > Fade Screen

We need to fade in the screen again – let’s make this easy and copy the previous Fade Screen node and connect it to the Next slot of the Look At Enemies node.

Change the following settings in the copied node.

  • Time
    Set to 0.5.
    We’ll take a little more time to fade in to not have the fade be too flashy.

Click on the Swap Colors button to change our fade direction.

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

Using the Battle Start Schematic #

You can use a battle start schematic in two ways.

Battle System #

Define the battle start schematic as the default start schematic of a battle system. This’ll be used by all battles, unless the Battle component will override it.

Navigate to Battles > Battle System and select the battle system you want to use the start schematic in.

Base Settings > Battle Start/End Schematics #

  • Start Schematic
    Select the SimpleBattleStart (or whatever schematic you created).

Don’t forget to save your changes via the Save Settings button.

Battle Component #

A Battle component can optionally override the default battle start schematic for a battle. This can e.g. be useful when you want to do a special introduction to a battle, e.g. adding some dialogue or flashy boss animation.

Select the battle’s game object in the scene and change the following settings in the Battle component’s inspector.

Battle Settings > Battle Start/End Schematics #

  • Own Start Schematic
    Enable this setting.
  • Start Schematic
    Select the SimpleBattleStart (or whatever schematic you created).

Add More #

The battle start schematics we’ve set up here are very basic – you can add more functionality by adding different nodes.

Change Camera Position #

Add Node > Game Object > Camera > Change Camera Position

This node uses camera positions (set up in Game > Camera Positions) to set or fade the camera to a new position.

If your battle blocks camera controls you’ll most likely want to change the camera to look at the battle center. You can add a Battle Arena actor to your schematic’s Settings node to have it available.

Show Dialogue #

Add Node > UI > Diaogue > Show Dialogue

This node can show dialogues, e.g. an Auto Close dialogue to display a battle message (e.g. Fight!!!).

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

Use an Animation Type to play a battle intro animation on your combatants.

You can add the different actors to the schematic’s settings node to have different groups available for this. E.g. the Player (Battle) and Enemies (Battle) actor types to have the player and enemy combatants participating in battle as separate actors.

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Updated on March 1, 2022
Table of Contents
  • Battle Start Schematic
    • Settings
    • Store Music
    • Change Music
    • Fade Screen
    • Place At Spots
    • Spawn Battle Combatants
    • Wait
    • Look At Enemies
    • Fade Screen
  • Teleport Battle Start Schematic
    • Settings
    • Store Music
    • Change Music
    • Store Scene
    • Load Scene
      • Target Scene 0
      • Screen Fade Settings
    • Place At Spots
    • Spawn Battle Combatants
    • Wait
    • Look At Enemies
    • Fade Screen
  • Using the Battle Start Schematic
    • Battle System
      • Base Settings > Battle Start/End Schematics
    • Battle Component
      • Battle Settings > Battle Start/End Schematics
  • Add More
    • Change Camera Position
    • Show Dialogue
    • Combatant Animation
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