To integrate the plugins in this section you don’t have to install any external packages. (However, you may have to disable their typewriter and replace it with TextAnimator’s one.)
TextAnimatorPlayer
and TextAnimator
components (near a TextMeshPro component) and set the “UseEasyIntegration
” value to true.Here’s everything summed up in an image:
If you're using Easy Integration, TextAnimator will add two invisible tags in appendix to your text in order to work. No worries, the text placement/layout will be left unchanged and it will act like if the tags are not written at all.
This is to "force" TMPro/TextAnimator to being triggered when the text changes, even the same string has been written/pasted twice. You can disable this tag placement by adding the `#TA_NoTempFix` preprocessor define, but be aware that you won't be able to set similar texts multiple times subsequently (like text = "hello"; text = "hello") unless it has rich text tags (like text ="<shake>hello"; text = "<shake>hello").
The following plugins can be integrated also using the Easy Integration.
P.S. Be sure to have removed the DialogueSystem's Typewriter component, and only use TextAnimator's one.
Yarn Spinner (open source): website.
"textAnimatorPlayer.ShowText(inkDialogueLine);
).To integrate the following plugins, you can import the related integration package in your project, found in the TextAnimator/Integrations folder.
Don’t forget to a TextAnimatorPlayer
and TextAnimator
components (near a TextMeshPro one).
In order to create FSMs with PlayMaker, you have to extract the "PlayMaker - Integration" package in your project. You can find it in the Plugin/TextAnimator/Integrations folder.
After doing so, you'll find its action added to PlayMaker, called "Set Text".
You can use it to set the typewriter's text, showing the text dynamically etc.
To edit its settings, edit the referenced `TextAnimatorPlayer` component in the inspector.
The following plugins work with TextAnimator, but some of its feature might not be available.
With Naninovel, you can use TextAnimator's animations but not the TextAnimatorPlayer component (TextAnimator's typewriter). You have to use Naninovel's typewriter.
It is a compromise in order to not change any plugin structure and stability <3
Extra: to create a printer with TextAnimator, one example may be duplicating the TMProDialogue prefab (which has the "ReveableTextPrinterPanel" component on top), locating the "DialogueText" gameobject and adding the "TextAnimator" component near the "ReveableTMProText" component.
The following plugins are currently being researched and their integration with TextAnimator is not guaranteed (with our without code). Please read How to manually integrate Text Animator for more info and the Public Roadmap.