> For the complete documentation index, see [llms.txt](https://docs.febucci.com/text-animator-unity/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-unity/2.x/effects/create-your-own-effects/create-effects-in-the-inspector.md).

# Create effects in the Inspector

In Text Animator, other than having built-in effects ready to use, you can also create your own **directly from the Inspector**, without having to write any script.

{% hint style="info" %}
P.S. If you want to write custom effects via C# instead, please have a look at [Writing Custom Effects (C#)](/text-animator-unity/2.x/effects/create-your-own-effects/writing-custom-effects-c.md)
{% endhint %}

When creating a new Effect ScriptableObject, you can head over the “Special” section from Project view -> Create -> Text Animator -> Special Effects.

<img src="/files/m58VDm85fJs0wtIIKOlu" alt="" width="600">

These effects let you create custom combinations of already existing effects, or create your own ones from scratch.

{% hint style="warning" %}
To use an effect, remember to add it to a Database and reference it in a TextAnimator component, as explained here [Databases](/text-animator-unity/2.x/effects/add-effects-to-your-texts/databases.md)
{% endhint %}

## Common Modules

Inspector Effects might have some "modules"[^1] in common, which let you control your animation in different ways.

### Time Mode <a href="#modules" id="modules"></a>

In some effects' Scriptable Objects, you might see a "Time Mode" section/module.

A **time mode** handles how an effect animates letters through time (and character), including speed and characters' delay.

<img src="/files/kTZiLFLfMrq1hulDeEWf" alt="" width="600">

<table><thead><tr><th width="185">Field Name</th><th>Explanation</th></tr></thead><tbody><tr><td><strong>Start Delay</strong></td><td>The time to wait before starting the entire effect animation</td></tr><tr><td><strong>Use Uniform Time</strong></td><td>If enabled, the animation will use the same time for all characters. If disabled, the animation will play based on a character “alive” time.</td></tr><tr><td><strong>Wave Size</strong></td><td>A time offset to apply to every character progressively. This is useful to create a wave-like effect, where the first character is slightly below the second one and so on.</td></tr><tr><td><strong>Time</strong> <strong>Speed</strong></td><td>The base speed of the animation</td></tr></tbody></table>

### Emission <a href="#emission" id="emission"></a>

Controls the influence and duration of the entire effect.

<img src="/files/jKmYywP6WSkDiDaRVRoa" alt="" width="600">

<table><thead><tr><th width="153">Field Name</th><th>Explanation</th></tr></thead><tbody><tr><td><strong>Cycles</strong></td><td>The number of times the animation will be repeated. ‘-1’ means infinite</td></tr><tr><td><strong>Duration</strong></td><td>How long a cycle should last</td></tr><tr><td><strong>Weigth Over Time</strong></td><td>The intensity of the effect during a cycle. You can have it be always 1, thus having an animation that is always on, or you can have it fade in or out. </td></tr></tbody></table>

{% hint style="info" %}
*To create a Disapperance Effects, simply have "***Weigth Over Time**`"` *go from 1 to 0 as you would with an Appearance, and Text Animator will play it in reverse when needed.*
{% endhint %}

#### Animation Curves <a href="#animation-curves" id="animation-curves"></a>

Whenever you see an Animation Curve ([Unity Docs](https://docs.unity3d.com/ScriptReference/AnimationCurve-ctor.html)) in any module in the inspector (like the “Weight Over TIme”), remember that you can edit the “Post Wrapping Mode” to make it loop, ping-pong or be clamped once a cycle finishes.

<img src="/files/j986xB993utvSzikUTY4" alt="text animator unity post wrap mode" width="300">

(For example, if you’re creating an animation that repeats or loops X times, you might want to set the Post Wrap Mode to “Loop” so that the animation doesn’t stop after the first cycle finishes.)

### Effect Types <a href="#recommendations" id="recommendations"></a>

There are two type of "Custom Inspector Effects" that you can create and play with

* [Curve Effects](/text-animator-unity/2.x/effects/create-your-own-effects/create-effects-in-the-inspector/curve-effects.md): let you choose different movement, scale, rotation curves and more over time
* [Composite Effects](/text-animator-unity/2.x/effects/create-your-own-effects/create-effects-in-the-inspector/composite-effects.md): let you combine existing effects together

[^1]: Classes that perform a specific feature, like controlling time or emission over characters - and they work the same way anywhere you find them
