Update (January 27, 2022): RC 1 is now available, official release scheduled for January 31, 2022!Check out the
ORK 3 BETA page for details.
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Yeah, it's finally here!
As you probably know by now, ORK 3 is an extension for Makinom 2, taking advantage of all the quality of life and performance features that came with it. ORK's settings are now integrated in the Makinom editor.
The overall ORK workflow is still the same, though, i.e. you don't have to panic and think you have to learn 2 different products now, you can still go about using ORK without worrying about anything - you can even start with the good old
game tutorials to get into ORK 3 (some settings have been moved around, though).
This only the first BETA, it's pretty stable already and most of the features should already be working as they where in ORK 2.
Check out the
ORK 3 BETA page for details. There's also a long list of changes (moved sub-sections, etc.).
For now I'd like to leave it at that and let you just discover what ORK 3 has in store for you :)
Also, don't forget to give feedback, either here or via email!
Edit: Alright, started writing some basic
documentation for ORK 3. For now just a few things for
getting started, an overview over the different
editor sections and informations on using the new
UI system.
Edit: The
ORK 3 guide keeps constantly getting updated. The
UI documentation on HUDs is complete (for now). A first UI tutorial for
setting up a simple player HUD is also available.
Status System Setup Tutorial SeriesA first long and detailed tutorial series is available - learn how to
set up a status system from scratch.
This status system will be the basis for multiple upcoming tutorial series.
3D RPG Playground Tutorial SeriesCreate a
3D RPG in this tutorial series, using the status system setup tutorial series as it's basis. Uses
Turn Based or
Active Time battles (or both).
The series is still ongoing!
3D Action RPG Tutorial SeriesCreate a
3D Action RPG in this tutorial series!
It only focuses on setting up a real time battle system for action combat with a few enemies and abilities.
The series is still ongoing.
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If you're enjoying my products, updates and support, please consider supporting me on
patreon.com!
Maybe have it fold out vertically if it gets too close to the bottom of the screen? Additionally, it could have a fixed size with a scroll bar if the content seems to be larger than the screen.
Good catch, will be changed in the next beta.
@Dre788
Huh, that's strange, it should open to the top when being close to the bottom of the screen. Can you give me some details? E.g. window placement, are you using a 2nd monitor (and is that on 1st or 2nd monitor), etc.
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Okay, the previous image is from 2019.4 LTS. I've now tested it in 2020.3 LTS and this is what I get.
It still opens under the task bar a bit at the bottom but most of it is visible. These are both fresh installs with nothing else on them. Single monitor active (I have two) and the window is full screen.
I went a head and tested both the LTS with both monitors active and the results were the same. Are you getting different results? Is there just something wrong on my end somewhere?
If I maximize the Makinom window:
if I don't / it is docked:
Edit: Took me forever, but think I got images working now.
Edit: Just to confirm, the main menu is still incomplete right? I can't find any way to display combatant information like stats values with it so I figured it's still in development.
Thanks for the details, I'll investigate and fix it in the next beta :)
Edit: Finally found how to determine Unity's editor UI scaling via code - the issue will be fixed in the next beta (or when Makinom 2.1 is officially out, since this is on Makinom's side).
Popups will also no longer open to the bottom when being too close to the bottom of the screen to avoid the taskbar from blocking it.
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Any info about the Ork2 to Ork3 project conversion process?
Forgot to answer regarding the menus - the old menu screen system is still ready to use and should work fine. There are plans for a new menu system, but that's not yet in there (or even started).
Displaying combatant stats is done like it was in ORK 2, i.e. via a Combatant menu part. However, there are no longer HUD elements you can add to it directly, just the option to add a HUD to it (i.e. use it as a template).
Due to the UI system changes, the HUDs are now set up via the scene view, creating prefabs that are used. Alternatively, you can also use a button prefab with HUD components attached to it, as long as it has a HUD Content Provider component that's referenced by the button's content components. You still have to enable to use a HUD in the menu part, but select the None HUD instead.
I'll do some documentation on the new UI system usage soon(ish).
@Vlastan
No - this is just the first beta version, there are still a lot of changes in the coming months before official release in fall/winter 2021. I'll get to the upgrade tool around release.
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The battle spot is not rotated (0,0,0 same with parent object), and my return to base event is relatively straight forward:
Gif:
Ability animation settings:
Change Position settings:
Schematic settings to get user base:
Enable X and Z to only rotate on the Y-axis (i.e. horizontally in 3D games).
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