Wait Actions when typing

You can perform actions once the typewriter reaches a specific position in the text. For this reason, actions work only if the typewriter is enabled.

Example: waiting for X seconds or waiting for the player input.


How to add actions in your text

You can add actions to your text by using rich text tags.

Actions’ formatting follows this formula: “<actionID>” or “<actionID=attribute1,attribute2,...>” for eventual parameters/attributes (just like events/messages).

Parameters

Actions support multiple parameters, after the ‘=’ sign and all separated by a comma.

Example: <waitfor=1.5> or <playaudio=tada,laugh,dub>

  • ⚠️ Floating point numbers must use a period, not a comma.

    • ✔️ <speed=0.5>

    • ❌ <speed=0,5>


Databases

As with Effects, you’ll find Actions stored inside their databases. You can add and remove as many as you prefer, create specific ones and also program your own via C#.

Built-in a

You can use the following built-in actions in your text.

Wait for Seconds

Waits for X seconds before continuing to show the text

Tag

waitfor

Attributes

float (wait duration)

Example

<waitfor=3>

Wait for Input

Waits for the player input

Tag

waitinput

Attributes

N/A

Example

<waitinput>

Speed

Multiplies the typewriter speed

Tag

speed

Attributes

float (speed multiplier)

Example

<speed =2>

Component Actions

Some actions are available only if they exist on scene (you need to create them as components).

Play Sound

Plays an Audio Source (referenced in the inspector) and waits until it finishes

Tag

psound

Attributes

N/A

Example

<psound>

Local Actions

You can make an action local, meaning it is only recognized if you create them next to a Typewriter Component. (only works for TextMeshPro)

Global Actions

Global actions are accessed by any Typewriter currently typing on scene, as long as you set "Make Available Globally" to ON.