Makinom 1.14.0 is here with new features, changes and fixes!

Download the latest version of Makinom here.

The main feature of this update is the support for different asset sources (e.g. using asset bundles) – learn more about asset sources in this how-to.

This version is available for Unity 5.6, Unity 2017 and Unity 2018 – downloading with your Unity version in the Asset Store should get you the correct version.

If you’re enjoying Makinom (or ORK Framework) and the free updates, tutorials and support I’m providing, please consider supporting me as a patron on patreon.com.


  • Editor: Assets
    You can now use assets from other sources, e.g. asset bundles or placed in a ‘Resources’ folder. Previous settings will be updated automatically and use the ‘Reference’ asset source, i.e. the Makinom project stores the direct reference to the asset (as it has been before).
  • Game Settings: Asset Settings
    ‘Asset Settings’ available. Define base asset settings that are used in the project, e.g. the default path for asset bundles. Also allows changing asset sources throughout the entire project, e.g. changing all ‘Reference’ sources to ‘Asset Bundle’ (if the used asset is part of an asset bundle).
  • Flying Texts
    Changing the rotation and scale of the flying text’s game object (e.g. using a ‘Change Rotation’ or ‘Change Scale’ node in the move event) will now affect the text’s rotation and scale. Rotation is only supported on the Z-axis when using the legacy GUI (new UI supports rotation on all axes).
  • Camera Positions
    ‘Ignore Scale’ setting available when using ‘Local Space’. Optionally ignore the target’s scale when placing the camera in local space.
  • Save Games
    ‘Data Path’ save file type available. Stores save files in ‘Application.dataPath’.
  • Save Games
    ‘Save Folder’ setting available for ‘Persistent Data Path’ and ‘Data Path’ save file types. Stores the save games in the defined folder in the data path.
  • Input Keys: Unity Input Manager
    ‘Up/Down Full Axis’ setting available when using ‘Is Joypad Axis’. Optionally interpret ‘Up’ and ‘Down’ input handling as full axis value of 1/-1. E.g. use this when using a ‘Down’ input handling coming from a joypad axis as menu input, as otherwise the axis value recognized during ‘Down’ input would be too low.
  • Animations: Mecanim Parameters
    ‘Use Hash ID’ setting available. Using the hash ID of a Mecanim parameter’s name to access the parameter is now optional. Accessing parameters via hash IDs is faster – disable this setting in case you get a warning like ‘Parameter Hash 123456789 does not exist.’. By default enabled.
  • GUI Boxes: Text Typing
    ‘Hide Ok/Cancel’ setting available. Optionally hide the ok and cancel buttons while the text is typing.
  • HUDs: Interaction
    ‘Interaction Source’ setting available. Select where the displayed interaction is coming from, either the ‘Interaction Control’ of the player or from a game object below the cursor (or both).
  • Schematics: Store Variables
    ‘Store Variables’ node available in ‘Value > Variables’ nodes. Stores the variables from a defind source (e.g. global variables) into a file or PlayerPrefs variable (string). The data is stored as an XML-formatted string.
  • Schematics: Load Variables
    ‘Load Variables’ node available in ‘Value > Variables’ nodes. Loads the data stored in a file or PlayerPrefs variable (string) into a defined variable source. The data is loaded from an XML-formatted string.
  • Schematics: Show Flying Text
    ‘Selected Data Settings’ available. Optionally use the flying text’s game object and store it in selected data.


  • Scripting: Save Games
    Changed code structure to allow adding custom save file handling without changing Makinom’s code. Descend your custom code from the ‘BaseSaveFileHandling’ class, use the built-in classes as examples.
  • Save Games
    The ‘File’ save game method has been renamed to ‘Persistent Data Path’.


  • Schematics
    Fixed an issue where moving/rotating a game object over time in multiple running machines at the same time could lead to some machines not progressing any further.
  • Schematics: Shake Object
    Changing the time scale to 0 while shaking a game object will now stop the shaking (until the time scale is restored to a value above 0).