Yes, as long as you're using the relative TextMeshPro's component. Text Animator works with both UGUI and world TextMeshPro components.
Short answer: yes.
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 &/#60;shake> come stai?”).
Then, you can simply call "textAnimatorComponent.ShowText(translatedText);".
(This localization process also applies to any other game/project [...])
Please read the 'Dialogue Systems' Integrations' page in the latest documentation.
In case it's not already supported, you can read how to implement it in its next page.
Disappearance effects are currently not implemented, please read the public roadmap to discover this feature's current status.
An effect is applied from the moment you open its tag.
"<shake>hello" will already have the word "hello" shaking.
Sure, you can delete the plugin's example folder if you don't need it.
You are awesome!