Text Animator for Unity
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  • ā¤ļøWelcome
    • Text Animator for Unity
    • Features
    • Games Showcase
    • Quick Start
  • ✨effects
    • Add effects to your texts
      • Modifiers
      • Styles
      • Databases
    • Preview and Edit effects
      • Dynamic Scaling
      • Time Scale
    • Built-in effects list
    • Create your own effects
      • Create effects in the Inspector
        • Curve Effects
        • Composite Effects
      • Writing Custom Effects (C#)
  • āœļøtypewriter
    • Show and hide letters dynamically
    • Play sounds when a letter is shown
    • Trigger Events when typing
    • Wait Actions when typing
  • šŸ¤Integrations
    • Integrated Plugins & Dialogues Systems
      • Dialogue System for Unity
      • Yarn Spinner
      • Ink
      • Game Creator 2
      • Unity Localization Package
      • Playmaker
      • Unity Visual Scripting
      • Naninovel
    • How to manually integrate Text Animator
  • Extra Customization via C#
    • Writing Custom Typewriters (C#)
    • Writing Custom Actions (C#)
  • Other
    • Best Practices
    • Requirements & Limitations
    • Frequently Asked Questions
    • Support
    • Changelog
      • 2.X
      • Upgrading from 1.X to 2.X
      • 1.X
    • Scripting API
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  1. effects
  2. Add effects to your texts

Modifiers

PreviousAdd effects to your textsNextStyles

Last updated 8 months ago

Modifiers let you change the characteristics of your effects individually, and can be used in all effects categories.

Example: make an effect three time stronger than default

You could have an effect that is stronger than the previous one, but still in the same dialogue line, like ā€œI was <wiggle>strong</wiggle>… but now I’m<wiggle a=3> three times stronger</wiggle>!!!ā€

ā€œModifiersā€ multiply the relative value; this way you can easily know how much stronger/weaker a modified effect will result compared to the base one (for this reason, a modifier of ā€œ1ā€ will return the same result of a base value).

All Modifiers are structured like this: <effectID modifierID=modifierValue> and you can also use multiple of them separated by a space (eg. <wiggle a=2 f=4>).

You can read a list of all the available modifiers for each effect: Built-in effects list

  • Example for Appearances effects: {fade d=3}.

  • Example for Disappearance effects: {#fade d=2}.

Some extra notes:

You can use modifiers when declaring ā€œā€ effects as well (simply write them in the Inspector directly).

If you write identical attributes in the same rich text tag, only the last one will take effect.


Example: "<wiggle f=1 a=2 a=3>" is the same as writing "<wiggle f=1 a=3>", as the first "a" attribute gets overwritten by the last.

Be sure to remove spaces between the modifierID, the ā€˜=’ symbol and its value


  • āŒ Wrong: <wiggle f = 3>

  • āœ… Correct: <wiggle f=3>

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