> For the complete documentation index, see [llms.txt](https://docs.febucci.com/text-animator-unity/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.febucci.com/text-animator-unity/integrations/integrated-plugins-and-dialogues-systems/naninovel.md).

# Naninovel

Naninovel lets you create visual novels, branching dialogues, and interactive cutscenes with an all-in-one suite of writer-friendly storytelling tools.

<a href="https://prf.hn/click/camref:1100lf9cL/pubref:docspage/destination:https://assetstore.unity.com/packages/tools/game-toolkits/naninovel-visual-novel-dialogue-cutscene-storytelling-engine-for-135453" class="button primary">Get Naninovel</a> *(affiliate link)*

An example of Text Animator working with Naninovel:

{% embed url="<https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXuXUTa2X5PYuYL6yRvl1%2Fuploads%2FApMl3WFLxSr6qI9DE0at%2FNaninovel%20Text%20Animator%203%20integration.mp4?alt=media>" %}

***

### Requirements

{% hint style="info" %}
We have tested Text Animator 3.X with Naninovel version **1-21-stable**

It should work with all versions within Naninovel **1.X**, but if you notice that some breaking changes were introduced - please let us know!
{% endhint %}

{% hint style="warning" %}
In order to use Naninovel's typewriter (reveal), **you must disable Text Animator's typewriter** - otherwise they would conflict and you wouldn't be able to use both features flawleslly. Sorry! It is a compromise needed in order to not change any plugin structure and stability, but you can always extend both assets manually based on your needs.
{% endhint %}

### Integration Steps

For every text that you would want to animate (for example, text printers):

{% stepper %}
{% step %}

#### Add a "Text Animator" component

You must add a Text Animator component on the same GameObject that has a **TMPro text**.

<figure><img src="/files/q3H2Lz4d1xKuVNJhv3N5" alt=""><figcaption></figcaption></figure>

If you want to have custom, already applied effects (e.g. rot and shake when appearing) on your text, make sure to set default tags in the inspector. Read more here: [How to add effects](/text-animator-unity/effects/how-to-add-effects.md)
{% endstep %}

{% step %}

#### Remove the "Reveal Fader" (if any)

If you have a "Revealable" text, make sure you **remove** the "Reveal Fader" component entirely. The inspector should look like the following:

<figure><img src="/files/Q8KXzSr0BHr3RARx5uoe" alt=""><figcaption></figcaption></figure>
{% endstep %}
{% endstepper %}

That's it!!

The most common setup is to have a **Text Printer** that has animated text content inside it. To do so, you can&#x20;

{% stepper %}
{% step %}

#### Set up your text printer

1. To have a text printer that has animated text, you can either modify an already existing one (e.g. "Fullscreen", inside Naninovel's plugin folder) or create a new one entirely (e.g. duplicating the "Fullscreen" prefab and naming it "FullscreenTAnim")
2. Locate all the texts you want to be animated, and apply the steps above (adding TAnim component + remove Revealable Fader)
   {% endstep %}

{% step %}

#### Add or modify your target text printer

If you have modified an existing text printer, of you have created a new one, make sure that it exists and is set up / assigned correctly in the "Text Printers" category of your Project Settings / Naninovel.&#x20;

<figure><img src="/files/H07jL1h9FmVeJGJ8wlnd" alt=""><figcaption></figcaption></figure>

Naninovel documentation about adding custom printers:

{% embed url="<https://naninovel.com/guide/text-printers#adding-custom-printers>" %}
{% endstep %}

{% step %}

#### Modify the backlog canvas / message

If you have rich text tags in your dialogues, especially showing up in **text printers**, you'll probably want to add a "Text Animator" component on every text that would display them (like the backlog), or you risk of having one prefab/component that will not recognize Text Animator tags, and show them fully in the text.

The most common object to modify and make sure it has a Text Animator component, is the **backlog**.

As always -> locate the prefab you want to edit and add a Text Animator component. (if you have a "Reveal fader", remove it.

<figure><img src="/files/xsulzvmualIDXO8172Xe" alt=""><figcaption></figcaption></figure>

{% endstep %}
{% endstepper %}
