Frequently Asked Questions

This page contains frequently asked questions for “Text Animator for Unity” and their related answers. Please don't hesitate to ask us any question you're interested to!

Localization

chevron-rightDoes Text Animator work with multiple languages?hashtag

Short answer: yes, but it doesn't depend from Text Animator.

  • About translated text: Yes, but localization is not handled by Text Animator. Localization is handled by external scripts instead (it could be your own localization manager, a dialogue system, […]. In other words, Text Animator is not a localization plugin. If you have a text that contains a rich text tag, it must have the same layout in the translated Language (example “hello <shake> how are you?”, should be translated to “ciao <shake> come stai?”). Then, you can simply call "textAnimatorComponent.ShowText(translatedText);". (This localization process also applies to any other game/project [...])

  • About different fonts: Yes, but it's not handled by Text Animator (it's handled by Text Mesh Pro instead). If TMPro supports a language, text animator will do as well. This is because Text Animator only animate letters, which are generated by TextMeshPro.

chevron-rightIs RTL text supported? (right to left)hashtag

Yes! Behind the scenes TextAnimator only moves the mesh, but it's TextMeshPro that generates it. TMPro supports RTL text (you can enable it from the component's inspector), and consequently so does TextAnimator.

Please be aware that external packages like "RTLTMPro" might not be supported entirely, as we're strictly referring to TMPro, so have a look at the Integrated Plugins & Dialogues Systems instead.


Integrations & Versions

chevron-rightWhich Unity versions are supported?hashtag

You can discover which Unity versions are supported by reading here: Requirements & Limitations

chevron-rightIs my [insert dialogue system here] supported?hashtag

You can discover which third party plugin is already integrated with Text Animator by reading here: Integrated Plugins & Dialogues Systems

chevron-rightIs UIToolkit Supported?hashtag

Yes! From Unity 6.3 and above.


Effects and parsing

chevron-rightCan I change the symbols for rich text parsing? (e.g. "[shake]" instead of "<shake>")hashtag

Yes! From the Global Settings file.

chevron-rightWhen are effects applied? After opening tags or after closing them?hashtag

An effect is applied from the moment you open its tag.

"<shake>hello" will already have the word "hello" shaking from the moment you set the first '>' character.

chevron-rightDoes TextAnimator preview effects in Edit Mode?hashtag

Yes! Simply click on an effect Scriptable Object to see its preview. How to edit effects


Other

chevron-rightI have some questions about licensinghashtag
chevron-rightCan I use Text Animator in a web build?hashtag

Yes!

chevron-rightCan I delete the plugin's "Example" folder?hashtag

Sure, you can delete the plugin's example folder if you don't need it.

chevron-rightWho is awesome?hashtag

You are awesome!


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In case you have extra questions, please feel free to contact us!