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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
  • Flying Text Mover

Flying Text Mover

Table of Contents
  • Setting up the Schematic
    • Change UI Offset
    • Change UI Color
    • Wait
    • Change UI Color
  • Using the Schematic
  • Alternative
  • Tip: Animating other UI
  • Tip: Scaling

Create a simple schematic to animate a flying text.

In this tutorial we’ll create a simple schematic to fade in/out a flying text and move it upward. Flying texts can use this schematic to animate them – the UI of the flying text is available as local selected data via the selected key ui.

See this UI tutorial to set up a flying text prefab for the Unity UI module.

You can download finished schematics here:

Download Schematics

This contains:

  • schematic fading in/out the text
  • schematic moving the text upward (as set up below)
  • schematic moving the text upward witha pop-up effect using Change UI Scale nodes

Setting up the Schematic #

Open the Makinom editor and navigate to Schematics.

Change UI Offset #

Add Node > UI > Change UI Offset

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

We’ll move it upwards in screen space.

  • Vector 3 Type (Offset)
    Select Value > Value.
  • Value (Offset)
    Set to X=0, Y=100, Z=0.
  • Fade
    Enable this setting.
  • Wait
    Disable this setting.
  • Time
    Select Value > Value.
    Set the value to 3.
  • Interpolation
    Select Linear.
  • Data Key
    Set to ui.
  • Data Origin
    Select Local.

Change UI Color #

Add Node > UI > Change UI Color

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

We’ll do a short fade in (alpha value).

  • Fade
    Select Fade.
  • Wait
    Disable this setting.
  • Time
    Select Value > Value.
    Set the value to 0.25.
  • Interpolation
    Select Linear.
  • Fade Alpha
    Enable this setting.
  • Fade Red/Gree/Blue
    Disable these settings.
  • Start Color
    Select a color with no alpha value (A=0).
  • End Color
    Select a color with full alpha value (A=255 or 1, depending on your color picker).
  • Data Key
    Set to ui.
  • Data Origin
    Select Local.

Wait #

Add Node > Base > Wait

We’ll now wait – in total we want the flying text to be visible for 3 seconds, but we also need some time to fade out the text.

  • Time
    Select Value > Value.
    Set the value to 2.75.

Change UI Color #

Add Node > UI > Change UI Color

Just like before, but with reversed colors. Best just copy the previous Change UI Color node and adjust it.

  • Wait
    Enable this setting.
    We should wait the 0.25 seconds defined by Time.
  • Start Color
    Select a color with full alpha value (A=255 or 1, depending on your color picker).
  • End Color
    Select a color with no alpha value (A=0).

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

Using the Schematic #

If you want to use the schematic (or a different schematic) to animate a flying text, simply use it as the Schematic Asset of the flying text’s setup (e.g. in status values).

The Destroy Time setting is ignored when using a schematic to animate the flying text.

Alternative #

Instead of using Change UI Offset and Change UI Color nodes to use the UI directly, you can also use Change Position and Change Color nodes (and any other movement/rotation node) to change the flying text’s game object that’s placed in the scene.

This isn’t a UI game object, but just an empty game object in the scene handling the physical location in the game world. When using these nodes, you can access the game object as Machine Object, while the game object the flying text is displayed on is available as Starting Object.

Tip: Animating other UI #

You can also use schematics to animate UI boxes and HUDs using the same nodes.

See this schematics tutorial for details.

Tip: Scaling #

You can use the Change UI Scale node to set or fade the scale factor of UI in a similar way as the Change UI Color and Change UI Offset nodes.

This can e.g. be used to have the flying text (or other UI) pop-up when displaying them.

The example schematics you can download above include a scaling example.

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Updated on February 14, 2022
Table of Contents
  • Setting up the Schematic
    • Change UI Offset
    • Change UI Color
    • Wait
    • Change UI Color
  • Using the Schematic
  • Alternative
  • Tip: Animating other UI
  • Tip: Scaling
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