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Learn From the Shipped Samples

The 13 persisted Learn scenes form four chapters. Every lesson is complete in Edit Mode, owns one primary idea, and keeps the referenced styles, Composed Effects, modules, sockets, prefabs, emission presets, and themes under Examples/01_Learn/Assets for inspection and reuse.

Chapter 1: Design the Letter

  1. First 3D Sign: connect Text Studio content to dimensional output, choose a style, and read the persistent inspector.
  2. Shape the Letter: refine face, bevel, body, back, mesh detail, and the silhouette at a realistic viewing size.
  3. Build a Layered Look: combine ordered Stack and Overlay layers while keeping depth ownership understandable.
  4. Outlines, Contours, Decorations: add true outlines, custom or generated contours, tubes, repeats, and decorative regions.

Chapter 2: Bring It to Life

  1. Effects Meet 3D: carry normal Text Studio reveal, motion, color, and material channels into dimensional output.
  2. Compose Text in Space: separate baseline placement, 3D spatial forms, and front-to-back extrusion sweep.
  3. Spatial Fields in Depth: move one shared target through Depth Scale and Emission, Facet Focus Field, Full Rotation Field, and Target Distance x Noise.
  4. Sockets and Attached Objects: attach scene content to semantic or named glyph poses and verify it through animation.

Chapter 3: Runtime and Extension

  1. Live Text and Output Modes: update content, compare output ownership, and understand rebuild, cache, and handoff behavior.
  2. Interaction and Physics: combine hover, tint, raycasts, per-letter output, and Physical Letters without losing reset behavior.
  3. Modules and Spawned VFX: inspect layout transforms, deformation, lifecycle spawning, outgoing motion, and typed host inputs.

Chapter 4: Build Real 3D Interfaces

  1. Spatial UI Foundations: assemble a Spatial Menu with controls, navigation, accessible states, text input, Spatial Keyboard, and repositioning.
  2. Gameplay Feedback and HUD: emit semantic Damage, Critical, Heal, Status, Combo, and Score treatments through bounded world and camera-projected hosts.

Production examples

  • Style Gallery and Capability Stories: inspect the 80-style library, geometry authoring, signage, logo backings, sweeps, contours, materials, sockets, and physical letters.
  • Typography Foundry: compare the seven bundled fonts as editable extrusion, including complete Chinese ZCOOL lettering.
  • Spatial UI and Spatial Menus and Themes: study complete controls, scoped themes, focus and selection, layouts, option presentation, pooling, and accessibility.
  • Realtime and Reactive plus Advanced Modules: inspect Kinetic 3D Path, Live Type, Rigid Cascade, Reactive Counter, module ordering, outgoing motion, and spawned VFX.
  • Gameplay Feedback and HUD: compare world and Screen Space Camera hosts, semantic presets, live progress, stacking, merging, target response, and pooled 3D popup VFX.

DeepSignal complete demo

DeepSignal is the command-deck capstone. It combines layered text, a registered 3D spatial field, spatial placement, a Spatial Menu, keyboard input, themes, reduced motion, semantic gameplay feedback, and secondary VFX in one coherent experience. Use it after the numbered path to study system boundaries and production composition rather than to learn any feature in isolation.

Optional integration installation

Text Studio 3D integrations are optional nested unitypackages owned by Text Studio 3D. Install Text Studio, Text Studio 3D, and the required companion first. The matching archive is stored in the installed Text Studio 3D Integrations folder and imports a separate adapter or sample folder into the project's Assets folder.

The Integrations window reports the companion and the Text Studio 3D package separately. For example, Unity Input System installed means Unity's com.unity.inputsystem package was detected. Text Studio 3D Input System adapter not imported means TextStudio3D_InputSystem_Integration.unitypackage still needs to be imported.

Import available appears only when the nested archive was found. Package not found means the current Text Studio 3D installation lacks that file. Reinstall or update Text Studio 3D, then reopen the window. Integration Guide is the single help action for capabilities, coverage, setup, acquisition, validation, and troubleshooting.

An imported adapter is installed into this Unity project, not globally into Unity or Windows. Removing the adapter folder removes only the Text Studio bridge. It does not uninstall the companion package or Text Studio 3D.

Get the base product. Text Studio on the Unity Asset Store.

Get the 3D add-on. Text Studio 3D on the Unity Asset Store.

Input System

What it enables. The Text Studio 3D Input System adapter connects Unity Input System actions and focused keyboard text to editable spatial controls. It is an input bridge for Text Studio 3D, not a separate device system and not a replacement for Unity Input System.

Covered Input System features. Pointer adapters consume Point and Press actions for hover, press, captured drag, release, and cancellation. Navigation groups consume Move, Submit, and Cancel. Focused Text Studio 3D input fields support keyboard character insertion, deletion, caret movement, selection, submit, cancel, and focus changes. The adapter can temporarily replace built-in polling and restore the previous state when disabled.

Coverage boundary. Unity Input System still owns devices, InputActionAssets, action maps, control schemes, bindings, rebinding UI, PlayerInput, and multiplayer users. Text Studio 3D owns pointer capture, focus, navigation state, text editing, validation, interaction feedback, and generated geometry. The adapter does not create project action assets or decide who enables shared actions.

Install and configure. Install com.unity.inputsystem 1.4.0 or newer, then import TextStudio3D_InputSystem_Integration.unitypackage from the Text Studio 3D Integrations folder. Select a 3D pointer, navigation group, or input field and choose Configure Selected on the Unity Input System for Text Studio 3D card. Assign Point and Press, or Move, Submit, and Cancel as appropriate. Focused keyboard text entry needs no action reference.

Validate and troubleshoot. Enable Manage Action Lifetime only when PlayerInput or another system does not own those actions. Open TextStudio3DInputSystemDemo and test mouse, keyboard, gamepad, focus transfer, drag cancellation, text selection, submit, disable and re-enable, and two consecutive Play Mode sessions. If Unity Input System is installed but Import Integration is absent, the Text Studio 3D nested package is missing and the card should report Package not found.

Install the companion. Unity Input System Package Manager documentation.

XR Interaction Toolkit

What it enables. The Text Studio 3D XR adapter turns XR Interaction Toolkit interactors into native Text Studio 3D spatial pointer and navigation input for menus, buttons, sliders, text fields, and other spatial controls.

Covered XR Interaction Toolkit features. The adapter supports ray, Near-Far, direct, poke, and gaze interaction; hover, select, drag, release, and cancellation; exact hit context; pressure or interaction strength; handedness; optional haptics; directional navigation; submit; cancel; and collider fitting. Setup is idempotent and supports the relevant public API shapes in XRI 2 and XRI 3.

Coverage boundary. XRI owns XR Origin, cameras, locomotion, controller and hand bindings, interactors, Interaction Manager, OpenXR or platform configuration, and device simulation. Text Studio 3D owns its control hierarchy, pointer capture, focus, menus, feedback, editing, and geometry. The adapter does not create or own the project's XR rig.

Install and configure. Install com.unity.xr.interaction.toolkit 2.0.0 or newer, then import TextStudio3D_XRInteractionToolkit_Integration.unitypackage. Create GameObject > Text Studio > 3D > Spatial UI > XRI Menu, or select an existing compatible hierarchy and use Configure Selected. Assign haptic and navigation actions only when the project uses them.

Validate and troubleshoot. Test every interactor type used by the project, hover-to-select transitions, captured drag outside a collider, cancel, handedness, interaction strength, haptics, gaze dwell if configured, navigation, submit, and teardown. If world controls work in the sample but not the production scene, inspect the XR Interaction Manager, layers, colliders, action bindings, and XR Origin before changing Text Studio geometry.

Install the companion. Unity XR Interaction Toolkit Package Manager documentation.

UniText

What it enables. The Text Studio 3D UniText package is a sample package showing how the base Text Studio UniText backend's shaped-glyph output becomes solid Text Studio 3D geometry. Runtime conversion is already provided by Text Studio 3D's generic shaped-glyph contract.

Covered UniText features. The sample demonstrates shaped Latin, Arabic, and Hebrew, mixed bidirectional visual order, ligatures, fallback fonts, live typography styles, decorations, source colors, Text Studio effects, and solid extrusion from stable shaped glyph identities.

Coverage boundary. The package does not add a second UniText runtime bridge. It requires the base TextStudio_UniText_Integration package. UniText stroke, shadow, and layer blend remain flat renderer or material effects rather than physical 3D shells. Rolling and Scramble virtual glyphs, sprite media, object media, bitmap-only glyphs, and color-only glyph layers do not become durable solid geometry.

Install and configure. Install Text Studio, Text Studio 3D, a supported UniText package from 3.3.0-pre.7 inclusive to below 4.0.0, and TextStudio_UniText_Integration.unitypackage. Then import TextStudio3D_UniText_Integration.unitypackage from Text Studio 3D. The Integrations window blocks this sample until the base UniText integration is ready.

Validate and troubleshoot. Open the shaped-text showcase and test all included scripts, fallback faces, ligatures, decorations, color, live edits, extrusion, build preparation, and two consecutive Play Mode sessions. If flat output works but geometry is missing, verify that the selected face exposes usable outline font data and that the content is not sprite, object, bitmap-only, or transient virtual glyph output.

Get the companion. UniText Folio on the Unity Asset Store. Confirm that the included package version is within the supported 3.x range above.

Unity Splines

What it enables. SplineExtrusionPathProvider bends each Text Studio 3D glyph from front to back through an authored Unity Spline, enabling arched, curled, banked, tapered, looped, and path-shaped solid lettering.

Covered Splines features. The guarded Text Studio 3D runtime bridge samples a SplineContainer and supports rotation-minimizing orientation, banking or roll, endpoint scale and taper, and closed paths. The optional sample package persists editable spline containers and presentation controls that demonstrate those deformations.

Coverage boundary. Unity Splines owns spline assets, knots, tangents, editing tools, and path evaluation. Text Studio 3D owns generated contours, extrusion, materials, normals, colliders, LODs, and the final deformed glyph mesh. Base Text Studio spline placement is separate and arranges glyph origins along a baseline instead of bending glyph depth.

Install and configure. Install com.unity.splines 2.0.0 or newer. The guarded SplineExtrusionPathProvider in Text Studio 3D activates automatically. Import TextStudio3D_UnitySplines_Integration.unitypackage only for the optional showcase, then assign the desired SplineContainer to the extrusion path provider.

Validate and troubleshoot. Edit knots, banking, endpoint scale, and closed state while Live Preview is active, then inspect caps, sidewalls, normals, bounds, colliders, and LOD output. If the whole line follows a curve but individual glyph depth stays straight, the scene is using base spline placement rather than the 3D extrusion path provider.

Install the companion. Unity Splines Package Manager documentation.