June
24
2025

ORK 3.21.0 is here with 31 new features, changes and fixes (and more in the also included Makinom 2.20.0)!

This update adds optional sub-targeting menus for body parts in battle menus, new option types for option categories, new body part HUD components, sound settings for combatant portrait sets and other new features, changes and fixes.

Includes Makinom 2.20.0.

Download the latest version of ORK Framework here.

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New

  • Player Controls: Button: Sprint: ‘Toggle Mode’ setting available when using sprinting. Uses the sprint key to toggle between sprinting and normal movement. The sprint key has to use ‘Down’ or ‘Up’ input handling instead of ‘Hold’ for this to work correctly.
  • Game Settings: Player/Group Settings: ‘Whole Group’ and ‘Spawn Count Limit’ settings available when using ‘Spawn Group’. Optionally spawn the whole group instead of only the battle group and define the number of combatants that will be spawned.
  • Animations: Mecanim: Auto Parameters: ‘Grounded Parameter’ settings available. Optionally set a bool parameter of the Mecanim controller to match the combatant’s grounded state. This is based on the combatant’s ‘Find Ground’ settings.
  • Status Values: Consumable: ‘Forward Negative Changes’ setting available for ‘Consumable’ type status values. Optionally forward negative changes of the max status value to the consumable status value.
  • Status Values: Consumable: ‘Prevent Death’ setting available when using ‘Forward Positive Changes’ or ‘Forward Negative Changes’. Forwarding status changes from the max status value will not cause the death of the combatant.
  • Combatants: General Settings: Attacks & Abilities: ‘Multiple Ability Sources’ setting available. Optionally list abilities multiple times when coming from different sources (e.g. learned ability and abilities from different equipment).
  • Combatants: Portrait Sets: ‘Sound Settings’ available. Portrait sets can now define sounds that will be used when the portrait set is used. Use the same sound type to override sounds set up in the combatant’s regular sound settings or the general settings.
  • Battle System: General Settings: Field Mode: ‘Battle Menu Key’ settings available. Optionally allow calling the battle menu in the field using an input key.
  • Target Settings: Target Menu: ‘Body Parts Listing’ setting available when using a target menu. Defines how body parts of combatants are listed, either listing them with the parent combatants or displaying them in a sub menu after selecting a combatant.
  • Option Categories: Difficulty (Dropdown): ‘Difficulty (Dropdown)’ option type available. Changes the difficulty based on a dropdown selection.
  • Option Categories: Language (Dropdown): ‘Language (Dropdown)’ option type available. Changes the language based on a dropdown selection.
  • Menu Screens: Button List: Load Scene: ‘Load Scene’ button list item type available. Loads a defined scene when using the button.
  • Shop Layouts: Combatant Change Keys: ‘No Hidden User’ setting available. Optionally don’t allow changing to hidden users.
  • Combatant Choice Layouts: ‘Use Body Part Layout’ settings available. Optionally use a different combatant choice layout for body parts.
  • Combatant Choice Layouts: ‘Use Sub List Layout’ settings available. Optionally use a different combatant choice layout for combatants displayed in a sub list (e.g. for target menus showing body parts in a sub menu of their parent combatant).
  • Unity UI: HUD Body Part List Component: ‘HUD Body Part List’ component available. Lists the body parts of the displayed combatant. Each body part will spawn a defined UI prefab.
  • Unity UI: HUD Combatant Body Part Content Provider Component: ‘HUD Combatant Body Part (Content Provider)’ component available. Requires a combatant with body parts as content and provides the combatant’s body part at a defined index as content.
  • Unity UI: HUD Body Part Parent Combatant Content Provider Component: ‘HUD Body Part Parent Combatant (Content Provider)’ component available. Requires a body part combatant as content and provides the body part’s parent combatant as content.

Changes

  • Abilities, Items: Global Machines: An ability or item using a global machine will now forward the local variables and local selected data from the action’s schematics. If not animated by schematics the ability/item available as local selected data via the data key ‘action’.
  • Editor: Abilities, Equipment: The level buttons to switch between the levels of the ability/equipment are now always displayed in the search bar instead of only when scrolling below the ‘Level Settings’.
  • Scripting: Battle Grid Cell Positions Components: The position is now accessed using the ‘GetPosition’ function of the component instead of the settings of the component. This allows implementing custom extensions of the component and override getting positions.

Fixes

  • Status Values: Consumable: Fixed an issue where using ‘Forward Positive Changes’ could lead to double forwarding the change for some value changes (e.g. coming from abilities).
  • Status Effects: Stack Settings: Fixed an issue where ‘Recast On Stack’ wasn’t used when a new instance was added to the stack.
  • Prefab View Portraits: Fixed an issue where the prefab view camera wasn’t placed correctly when the displayed prefab was changed.
  • Move AIs: Fixed an issue where a player controlled combatant’s movement (i.e. not using move AI) could get interfered by the move AI when ‘Detect On Aggression’ or ‘Detect On Damage’ is enabled in the combatant’s move AI.
  • Battle Grid Settings: Examine Grid: Combatant Information: Fixed an issue where the ‘Add To HUD’ setting wasn’t used when an external examine was used (e.g. from target cell selection).
  • Battle Menus: Description: Fixed an issue where hiding unavailable inputs displayed the wrong description if the first input was hidden.
  • Player Groups: Fixed an issue where the non-active player group members didn’t receive update ticks unless they where spawned, leading to status changes over time not being accounted for.
  • Battle Range Templates: Grid Shapes: Fixed an issue where grid shapes didn’t use body parts of combatants on the cells.
  • Abilities, Items: Hit Chance, Critical Chance: Fixed an issue where hit chance and critical chance using formula didn’t have the ability/item available as selected data when used in status change previews or target information displays.
  • Menu Screens: Inventory Exchange: Fixed an issue where the last used inventory sources (e.g. player or item box) where kept after closing the menu screen. This could e.g. lead to an old item box be referenced when exiting to the start menu and starting another game.