# Core Concepts

### Effects

You can apply effects at different phases of a character's "life":

<table data-view="cards"><thead><tr><th align="center"></th><th></th><th></th></tr></thead><tbody><tr><td align="center"><strong>Appearances</strong>   </td><td><img src="https://content.gitbook.com/content/XuXUTa2X5PYuYL6yRvl1/blobs/T7U4C8xOWPU5tjtdhxHT/verticalexpandpreview.gif" alt="An example of the Appearance Effect {vertexp}" data-size="original"></td><td>For animating letters only when they’re appearing on screen. <a data-footnote-ref href="#user-content-fn-1"><em>(More...</em></a><em>)</em></td></tr><tr><td align="center"><strong>Persistent</strong></td><td><img src="https://content.gitbook.com/content/XuXUTa2X5PYuYL6yRvl1/blobs/kXQFZNbm8mSv67m9nubS/wigglepreviewfebucci.gif" alt="An example of the Behavior Effect <wiggle>" data-size="original"></td><td>For animating letters effects continuously during time, as long as a letter is visible.</td></tr><tr><td align="center"><strong>Disappearances</strong> </td><td><img src="https://content.gitbook.com/content/XuXUTa2X5PYuYL6yRvl1/blobs/sHBEkEs6y1POC6EOORwf/decreasing%20size%20text%20animator%20unity4.gif" alt="An example of the Disappearance Effect {#size}" data-size="original"></td><td>For animating letters when they just became not-visible.</td></tr></tbody></table>

{% hint style="success" %}
Since Text Animator 3.0, any effect can be played in any stage of a letter! (Appearance, Persistent or Disappearance)
{% endhint %}

#### Mix and match values

Even if you do have "default" effects and values, you can always modify them through the inspector or via text.

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### Settings accessibility

Text Animator uses many different settings, from animations to typewriters and more.

For most occasions, you can apply different these settings at three different levels:

* **Locally:** settings are bound to that component
* **Shared:** settings are stored in a ScriptableObject, and will be shared among other instances that have that ScriptableObject reference.
* **Global:** either the settings will be applied on top of others (e.g. in the case of recognizing effects), or will be used *only* if no other setting was specified (as a "fallback", like in the case of curves).

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### Databases

Text Animator uses ScriptableObjects to store information about *what exists* and can be used, as well as the building blocks for animations and typewriters (effects, wait times, curves etc.).

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### Editor Tooltips

{% hint style="success" %}
You can hover the mouse above many options and fields in the inspector to show some tooltips and extra information!
{% endhint %}

[^1]: *For this reason, they're mostly used with the typewriter, which shows letters one after another.*
