# Animator Settings

The "Animator Settings" ([whether local or global](https://docs.febucci.com/text-animator-unity/quick-start/core-concepts#settings-accessibility)) contain many options about how effects are applied and presented.

<figure><img src="https://3857371675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXuXUTa2X5PYuYL6yRvl1%2Fuploads%2FfTe0N94riod0U2VKoRVi%2FScreenshot%202025-11-15%20alle%2018.39.36.png?alt=media&#x26;token=5e297e45-eb51-4eb9-9694-9c2028a893b8" alt="" width="375"><figcaption></figcaption></figure>

They should be self explanatory (and we're more adding tooltips from the next versions as well!), but here are some extra details about some options:

### Default Effects Mode

If you have set up at least one "Default Tag" element in any of the arrays below, the "Default Effects Mode" lets you decide how these tags are applied to letter.

* **Fallback**: these tags will be applied if there are no other effects/tag already affecting that letter
* **Constant**: these tags will be applied to *all* text (if there are other effects, they will be stacked on top)

### Time Scale

You can change effects `TimeScale` mode in the “TextAnimator” component inspector.

* **Scaled**: effects will slow down / pause based on the game Time.timeScale ([Unity Reference](https://docs.unity3d.com/ScriptReference/Time-timeScale.html))
* **Unscaled**: effects will update even if the game is paused (Time.timeScale = 0), using an unscaled/independent time instead.

{% hint style="info" %}
If you have the typewriter enabled, its timescale **will match the relative TextAnimator’s timescale** (which means that you can also show letters when the game is paused if you set it to “unscaled”).
{% endhint %}

{% hint style="danger" %}
If the game timescale is negative TextAnimator will act like it’s paused, but it will automatically resume once it’s greater than zero.
{% endhint %}

### Dynamic Scaling

Text Animator achieves uniform effects result on different screen resolutions by default, and it is recommended that you keep this feature enabled.

<details>

<summary>Explanation</summary>

Your players will most likely have different screen sizes (their devices, from mobile to monitors etc.) which means that moving a letter of "50 pixels" might seem too much or too low, while as a designer you'll want an uniform experience/result for everyone, exactly as you intended. This is why we strongly advise to keep "Use Dynamic Scaling" enabled, and edit values based on your current computer font size (so whatever changes later, it'll keep the same uniform ratio).

</details>

* `Reference Font Size`: represents the size where objects behave as expected. As a reference, you can pick the font size in your unity editor while you’re testing things.

![](https://content.gitbook.com/content/XuXUTa2X5PYuYL6yRvl1/blobs/K4qC74LIOHiJjZWbZrCl/textanimator%20unity%20dynamic%20scaling.png)
