Text Animator for Unity
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2.X 🇬🇧
2.X 🇬🇧
  • ❤️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#)
  • ✏️typewriter
    • Show and hide letters dynamically
    • Play sounds when a letter is shown
    • Trigger Events when typing
    • Wait Actions when typing
  • 🤝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. Preview and Edit effects

Time Scale

PreviousDynamic ScalingNextBuilt-in effects list

Last updated 8 months ago

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

  • Scaled: effects will slow down / pause based on the game Time.timeScale ()

  • Unscaled: effects will update even if the game is paused (Time.timeScale = 0), using an unscaled/independent time instead.

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”).

If the game timescale is negative TextAnimator will act like it’s paused, but it will automatically resume once it’s greater than zero.

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Unity Reference