Please don’t hesitate to ask me any new question you’re interested to, via this page.
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, but it doesn't depend from Text Animator at all.
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 [...])
You can discover which third party plugin is already integrated with Text Animator by reading here.
Disappearance effects are currently not implemented, but they are planned in the future and you can visit the public roadmap in order to stay updated about its status.
An effect is applied from the moment you open its tag.
"<shake>hello" will already have the word "hello" shaking from the moment you type the '>' character.
No, TextAnimator only shows effect at Runtime.
Sure, you can delete the plugin's example folder if you don't need it.
You are awesome!