> For the complete documentation index, see [llms.txt](https://docs.febucci.com/text-animator-godot/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.febucci.com/text-animator-godot/other/frequently-asked-questions.md).

# Frequently Asked Questions

## Scripting

<details>

<summary>Can I use GDScript instead of C#?</summary>

Ye&#x73;*, but...* Text Animator for Godot is written in C# and does not support GDScript directly. Your game will keep working as usual, but if you want to reference C# code from GDScript you can have a look at [cross-language scripting](https://docs.godotengine.org/en/stable/tutorials/scripting/cross_language_scripting.html) from the Godot Docs.

Also, make sure to have the .NET version installed of Godot: [Requirements & Limitations](/text-animator-godot/other/requirements-and-limitations.md)

</details>

## Localization

<details>

<summary>Does Text Animator work with multiple languages?</summary>

Short answer: **yes,&#x20;*****but it doesn't depend from Text Animator***.

* About translated text:\
  Yes, but localization is not handled by Text Animator. Localization is handled by external scripts instead (it could be your own localization manager, a dialogue system, \[…].\
  In other words, Text Animator is not a localization plugin.\
  If you have a text that contains a rich text tag, it must have the same layout in the translated Language (example “`hello [shake] how are you?`”, should be translated to “ciao \<shake> come stai?”).\
  Then, you can simply call "typewriter.ShowText(translatedText);".\
  (This localization process also applies to any other game/project \[...])
* About different fonts:  \
  Yes, but it's not handled by Text Animator (it's handled by the RichTextLabel instead).  \
  If RichTextLabel supports a language, text animator will do as well. This is because Text Animator only animate letters, which are generated by RichTextLabel.

</details>

***

## Integrations & Versions

<details>

<summary>Which Godot versions are supported?</summary>

You can discover which Godot versions are supported by reading here: [Requirements & Limitations](/text-animator-godot/other/requirements-and-limitations.md)

</details>

***

## Effects

<details>

<summary>Can I also make the text disappear?</summary>

Not yet! **Disappearances** are not currently supported for Early Access, but will become available for the full 1.X release.

</details>

<details>

<summary>When are effects applied? After opening tags or after closing them?</summary>

An effect is applied from the moment you open its tag.

"<mark style="background-color:orange;">\[shake]hello</mark>" will already have the word "<mark style="background-color:orange;">hello</mark>" shaking from the moment you set the first '<mark style="background-color:orange;">]</mark>' character.

</details>

<details>

<summary>Does this plugin animate Labels as well, other than RichTextLabels?</summary>

Unfortunately not, Text Animator for Godot requires BBCode parsing and custom effects which is only available via RichTextLabels.&#x20;

</details>

***

## Other

<details>

<summary>Can I delete the plugin's "Example" folder?</summary>

Sure, you can delete the plugin's example folder if you don't need it.

</details>

<details>

<summary><em>Who is awesome?</em></summary>

You are awesome!

</details>

## Ask us Something

In case you have extra questions, please feel free to contact us!

{% embed url="<https://www.febucci.com/tools/support/>" %}


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