# Ink

* Use TextMeshPro instead of Unity's built-in Text
* Add the components TextAnimator\_TMP and TypewriterByCharacter to your dialogue text, as shown in the [Integrated Plugins & Dialogues Systems](/text-animator-unity/2.x/integrations/integrated-plugins-and-dialogues-systems.md).
* You can now set your dialogues texts by referencing the TMPro's text in your Ink script, or you can reference the TypewriterByCharacter directly. (eg. `"typewriter.ShowText(inkDialogueLine);`).


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