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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Unity Visual Scripting

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Last updated 8 months ago

You can install Unity’s Visual Scripting from the package manager, from Unity 2021 and beyond.

Package tested at Unity Visual Scripting version: 1.8.0

To use Text Animator with Unity Visual Scripting, be sure to go to project settings -> visual scripting -> nodes, and add TextAnimator's Runtime assembly there, like this:

You should also add any integration's assembly (e.g. "Febucci.TextAnimator.TMP.Runtime"). Then, click "Regenerate Nodes". You will now be able to use all TextAnimator methods in your visual scripting graphs, like the Typewriter's "ShowText" and "Start Typewriter". You can find the TextAnimator Scripting Api here, or simply create a new node in the Visual Scripting Graph:

In order to subscribe to TextAnimator events (e.g. playing audio when a character is shown), you need to create a Custom Event. To do so, you can either import the "Visual Scripting - Integration" package that you can find in the TextAnimator folder, or you manually create a C# class that acts like a "bridge" between Text Animator and Unity Visual Scripting like this: P.S. be sure to include its assembly in the "Nodes" section of the visual scripting settings (and then hit "regenerate nodes"), like you did before with Text Animator. You will now be able to use trigger from these events in your graph like this:

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