Upgrading from 2.X to 3.X
Hi there! This post contains some useful info about upgrading from Text Animator 2.X to 3.0. If you have any other question, please feel free to contact us via support!
How to get 3.X
In order to get access to version 3.X:
If you have purchased Text Animator 2.X in the last 12 months (November 2024 onwards), then you can claim 3.X for free! Simply go to to the new asset store page with the same account that has 2.X, and you will see the "Free" option unlocked. Be sure to do it now, even if you plan using 3.X later.
Otherwise, if you have purchased Text Animator before November 2024, then you can update at a very discounted price (we have updated the asset for free in the past 5 years! and to keep things accessible for everyone, also given the huge work on version 3.X, we do need your support with bigger releases).
👉 Please notice that Text Animator 3.X has a different license! It is way more affordable for both indies and also bigger teams, you can read more here.
Update only on new projects
We strongly recommend that you start using 3.X only on new projects, given all the giant changes and new improvements. Text Animator 2.X is now under Long Term Support, so that you can keep working on your games with additional bug fixes and support from us. A lot needed to change to have this new version and to prepare for all the future plans we have in mind - so we did it all at once (including the license change) so that a) it's something you only have to think about once, and b) we can work on the new updates more easily without being stuck
If you still want to update from 2.X to 3.0 inside a live project, the difficulty will vary based on how much you have customized 2.X:
If you have only hooked up Text Animator components, without modifying other scripts, you'll probably have some errors about namespaces (or obsolete fields) but then you should be good to go and re-create effects in the inspector and similar.
If you wrote a lot of custom effects actions and more, then you'll probably need to spend some extra time porting everything (even if the API has some parallels, the new Core Concepts and Advanced Concepts change the formula quite a bit). Head over Writing Custom Classes for more.
In any case, you will have to re-edit effect values, databases and hook up components again. We are planning for an auto-updater in the future (these things are a ton of work) - but please go into 3.0 knowing that it's not there yet!
Main differences
Core Concepts
Other than the Changelog, here are some core concept changes that help you quick start with the new version, if you have used 2.X in the past already.
There is only one typewriter component (instead of two, per character and per word). Its timing values (per character and per word) are now scriptable objects that you can reference and switch at any time. Read more here Show and hide letters dynamically
The main settings are now moved to Global Settings
Some effect might have different tags, like "slide" became "slideh" and "slidev". Simply click on the effects database and change the tag for whatever you need!
API
For simple references to Text Animator elements:
The
Febucci.UInamespace is nowFebucci.TextAnimatorForUnityTypewriterCorehas been replaced withTypewriterComponent
For more advanced changes:
Please have a look at the Advanced Concepts
Have a look at each Writing Custom Classes page to discover how to re-implement the custom classes.
Missing elements to be reimplemented later
The "notype" tag, which allowed you to skip typewriter entirely. Workaround (if you have used it in your texts): set a style with tagID "notype" and set a super high speed. We will update it anyways in the next weeks!
We are also working to update the Integrations (even if most should work right away). Read more here Integrated Plugins & Dialogues Systems.
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