Frequently Asked Questions

This page contains frequently asked questions for “Text Animator for Godot” and their related answers. Please don't hesitate to ask us any question you're interested to!

Scripting

Can I use GDScript instead of C#?

Yes, 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 from the Godot Docs.

Also, make sure to have the .NET version installed of Godot: Requirements & Limitations

Localization

Does Text Animator work with multiple languages?

Short answer: yes, 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.


Integrations & Versions

Which Godot versions are supported?

You can discover which Godot versions are supported by reading here: Requirements & Limitations


Effects

Can I also make the text disappear?

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

When are effects applied? After opening tags or after closing them?

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

"[shake]hello" will already have the word "hello" shaking from the moment you set the first ']' character.

Does this plugin animate Labels as well, other than RichTextLabels?

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


Other

Can I delete the plugin's "Example" folder?

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

Who is awesome?

You are awesome!

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