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).
Actions tags are case insensitive, <waitfor> and <waitFor> will produce the same results.
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 acomma.✔️ <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
waitfor
float (wait duration)
<waitfor=3>
Wait for Input
Waits for the player input
waitinput
N/A
<waitinput>
Speed
Multiplies the typewriter speed
speed
float (speed multiplier)
<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
psound
N/A
<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.