Create effects in the Inspector
Learn how to create effects in the Inspector, without having to code anything.
Last updated
Learn how to create effects in the Inspector, without having to code anything.
Last updated
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.
P.S. If you want to write custom effects via C# instead, please have a look at Writing Custom Effects (C#)
When creating a new Effect ScriptableObject, you can head over the βSpecialβ section from Project view -> Create -> Text Animator -> Special Effects.
These effects let you create custom combinations of already existing effects, or create your own ones from scratch.
To use an effect, remember to add it to a Database and reference it in a TextAnimator component, as explained here Databases
Inspector Effects might have some in common, which let you control your animation in different ways.
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.
Controls the influence and duration of the entire effect.
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.
Whenever you see an Animation Curve (Unity Docs) in any module in the inspector (like the βWeight Over TImeβ), remember that you can edit the βPost Wrapping Modeβ to make it loop, ping-pong or be clamped once a cycle finishes.
(For example, if youβre creating an animation that repeats or loops X times, you might want to set the Post Wrap Mode to βLoopβ so that the animation doesnβt stop after the first cycle finishes.)
There are two type of "Custom Inspector Effects" that you can create and play with
Curve Effects: let you choose different movement, scale, rotation curves and more over time
Composite Effects: let you combine existing effects together
Field Name | Explanation |
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Field Name | Explanation |
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Start Delay
The time to wait before starting the entire effect animation
Use Uniform Time
If enabled, the animation will use the same time for all characters. If disabled, the animation will play based on a character βaliveβ time.
Wave Size
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.
Time Speed
The base speed of the animation
Cycles
The number of times the animation will be repeated. β-1β means infinite
Duration
How long a cycle should last
Weigth Over Time
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.