# Create your own effects

In TextAnimator for Unity you can create custom effects in many different ways.

* [#creating-effects-from-the-inspector](#creating-effects-from-the-inspector "mention")
* [Writing Custom Effects (C#)](/text-animator-unity/writing-custom-classes/writing-custom-effects-c.md)

Feel free to choose the best methods that better fit you!

### Recommendations <a href="#recommendations" id="recommendations"></a>

{% hint style="warning" %}
As you will discover the more you dive into Text Animator, thanks to custom effects, curves and playbacks you’re able to create pretty powerful combinations and results! That said (as with anything powerful) **it’s up to you to use them wisely**! In theory you could create an endlessly reference of animations inside each one, resulting in a stack-overflow, or per-vertex animations that are too demanding for your target hardware, resulting in a frame drop if you have too many texts/animations on screen, so please be careful to not overdo things!

That said… have fun!
{% endhint %}

***

## Creating Effects from the Inspector

Other than already available built-in effects, <mark style="background-color:yellow;">**you can create your own effects from the inspector directly (without having to write any code)**</mark>.

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

As always, to create a custom effect head over to the Project Window -> Create -> Text Animator for Unity and then select any element from the "Effects" menu.

<figure><img src="/files/iYPTME3fSGiDQ8CzxCM5" alt=""><figcaption></figcaption></figure>

You can create two different type of effects from the inspector:

* [Direct Effects](/text-animator-unity/customization/create-your-own-effects/direct-effects.md)
* [Curve Effects](/text-animator-unity/customization/create-your-own-effects/curve-effects.md)


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