Animate 3D Text and Add Interaction
Text Studio 3D combines native surface and geometry effects with compatible Text Studio motion. Use native effects when depth, bevels, contours, or material regions should participate in the animation. The complete visual gallery appears in the appendix.
Compatible Text Studio effects
Position, rotation, scale, color, transparency, corner deformation, spatial motion, areas, sequences, motion policy, and Effect Code continue through the normal Text Studio workflow. Combined, chunked, hybrid, and LOD output support the full compatible channel set. Per-letter and Physical output support position, rotation, and scale.
Composed Effect timing
Three-dimensional Composed Effects use the same Timing view as base Text Studio. Switch Visual Layers from Layers to Timing to align native surface and geometry effects with compatible transform, color, alpha, material, and placement channels. Scrub the shared lifecycle, drag bars to move their start, and drag finite end handles to change playback speed while joined phases continue without restarting.

The shared Timing view coordinates compatible Text Studio layers and native 3D channels against one Live Preview lifecycle.
No-code interaction
Hover Lift, Cursor Repel, Magnet Pull, Impact Ripple, Blast and Return, and Gravity Exit react to a shared spatial target, strength, radius, and motion policy. Use Preview Interaction before connecting gameplay input.

The Interaction controller previews a chosen response before runtime input is connected.
Base effects and output compatibility
Text Studio continues to evaluate position, rotation, scale, color, alpha, corner deformation, areas, sequences, influence fields, and motion policy. Combined, Chunked, Hybrid, and LOD output report the complete shared channel set. Per Letter and Physical output currently support position, rotation, and scale through their isolated object paths.
Use renderer diagnostics when a Composed Effect contains a channel that the selected output cannot represent. Do not assume that switching output is a performance-only choice, because it can also change interaction and channel capabilities.
Native 3D effects
- Neon Chase: travelling emission and color highlight without material instances.
- Chrome Sweep: metallic, smoothness, and emissive highlight across polished text.
- Hologram Scan: emission, transparency, color, and restrained depth shimmer.
- Facet Pulse: bevel or edge illumination selected by a surface mask.
- Glass Reveal: shader dissolve, smoothness, and luminous reveal edge.
- Depth Wave: topology-stable scaling of existing extrusion depth.
- Contour Bloom: quantized topology refresh that expands the glyph contour.
- Bevel Pulse: quantized topology refresh that scales authored bevel geometry.
Contour Bloom and Bevel Pulse are rebuild channels. Topology Effect Refresh Rate and Quantization Steps cap their update cost. Use lower frequency and fewer visible hosts before reducing ordinary transform or material effects.
Interaction Controller
TextStudio3DInteractionController resolves a sibling renderer by default and can follow an explicit world-space target or the base hub's Influence Target. Hover Lift, Cursor Repel, Magnet Pull, Impact Ripple, Blast and Return, and Gravity Exit share Strength, Radius, Play On Enable, Reduced Motion, Preview, and Reset controls.
Forces
Forces can apply gravity, wind, radial blast, vortex, or attraction to retained glyph state. Gravity Drop uses Text Studio force simulation and can be previewed in Edit Mode or Play Mode. Physics Drop switches to Physical Letters, creates Rigidbody and collider letters, and releases them to Unity physics, which advances in Play Mode; the output-mode change supports Undo. Reset Forces stops simulation and returns letters to their authored positions.
Physical Letters
Physical output creates pooled independent letters with convex collision proxies. Use it only when collisions, release, gravity, or per-letter rigidbody behavior are the product feature. Decoration geometry remains visible but is excluded from generated convex proxies. Reset, pause, containment, and return behavior must be tested with the real maximum letter count.
Runtime overrides
Runtime overrides can change visibility, depth, tint, material, and quality without rewriting the authored style. Material and tint changes can remain visual updates. Text, font, contour, bevel, body, sweep, decoration, grouped scope, and topology modules may require a topology build. Property setters request the correct work; explicit in-place asset edits finish with RebuildGeometry.