TextStudioBinding
public sealed class TextStudioBinding : CustomBinding, IDataSourceProvider, ITextStudioContent, ITextStudioPlayback, ITextStudioVisibility, ITextStudioEffectControlBinds Text Studio markup, reveal playback, effects, placement, and visibility control to an
existing UI Toolkit UnityEngine.UIElements.TextElement without requiring a MonoBehaviour.
Constructors
Section titled “Constructors”
TextStudioBinding()
Section titled “TextStudioBinding()”public TextStudioBinding()Methods
Section titled “Methods”
ApplyConverterGroupToUI(ConverterGroup)
Section titled “ApplyConverterGroupToUI(ConverterGroup)”public void ApplyConverterGroupToUI(ConverterGroup group)Adds a source-to-string converter group for this binding.
Parameters
| Name | Type |
|---|---|
group |
UnityEngine.UIElements.ConverterGroup |
RegisterExtensionTagProcessor(ITextStudioExtensionTagProcessor)
Section titled “RegisterExtensionTagProcessor(ITextStudioExtensionTagProcessor)”public void RegisterExtensionTagProcessor(ITextStudioExtensionTagProcessor processor)Registers a component-local processor for plan and reveal extension-tag callbacks.
Parameters
| Name | Type |
|---|---|
processor |
TextStudio.ITextStudioExtensionTagProcessor |
UnregisterExtensionTagProcessor(ITextStudioExtensionTagProcessor)
Section titled “UnregisterExtensionTagProcessor(ITextStudioExtensionTagProcessor)”public void UnregisterExtensionTagProcessor(ITextStudioExtensionTagProcessor processor)Stops dispatching extension-tag callbacks to a component-local processor.
Parameters
| Name | Type |
|---|---|
processor |
TextStudio.ITextStudioExtensionTagProcessor |
OnActivated(in BindingActivationContext)
Section titled “OnActivated(in BindingActivationContext)”protected override void OnActivated(in BindingActivationContext context)Attaches the binding runtime to its validated UI Toolkit text target.
Parameters
| Name | Type |
|---|---|
context |
UnityEngine.UIElements.BindingActivationContext |
OnDeactivated(in BindingActivationContext)
Section titled “OnDeactivated(in BindingActivationContext)”protected override void OnDeactivated(in BindingActivationContext context)Detaches runtime state when UI Toolkit deactivates this binding.
Parameters
| Name | Type |
|---|---|
context |
UnityEngine.UIElements.BindingActivationContext |
OnDataSourceChanged(in DataSourceContextChanged)
Section titled “OnDataSourceChanged(in DataSourceContextChanged)”protected override void OnDataSourceChanged(in DataSourceContextChanged context)Refreshes authored text when UI Toolkit replaces the active data source.
Parameters
| Name | Type |
|---|---|
context |
UnityEngine.UIElements.DataSourceContextChanged |
Attach(TextElement)
Section titled “Attach(TextElement)”public void Attach(TextElement element)Attaches the binding directly for hosts that do not use VisualElement.SetBinding.
Parameters
| Name | Type |
|---|---|
element |
UnityEngine.UIElements.TextElement |
Detach()
Section titled “Detach()”public void Detach()Stops scheduling, restores the target element, and releases all attachment callbacks.
RefreshBehaviorProfile()
Section titled “RefreshBehaviorProfile()”public void RefreshBehaviorProfile()Refreshes effective behavior after an assigned profile asset changes.
SetText(string)
Section titled “SetText(string)”public void SetText(string markup)Replaces the current markup using the host’s configured text-change policy.
Parameters
| Name | Type | Description |
|---|---|---|
markup |
System.String | Markup to compile. A null value is treated as empty text. |
SetTextDeferred(string)
Section titled “SetTextDeferred(string)”public void SetTextDeferred(string markup)Replaces pending markup without compiling it until the next automatic or manual update. Repeated calls before that update compile only the newest value.
Parameters
| Name | Type |
|---|---|
markup |
System.String |
AppendText(string)
Section titled “AppendText(string)”public void AppendText(string markup)Appends markup and recompiles the combined content.
Parameters
| Name | Type | Description |
|---|---|---|
markup |
System.String | Markup to append. Null or empty input leaves the content unchanged. |
AppendTextDeferred(string)
Section titled “AppendTextDeferred(string)”public void AppendTextDeferred(string markup)Appends markup and defers compilation until the next automatic or host update.
Parameters
| Name | Type |
|---|---|
markup |
System.String |
ClearText()
Section titled “ClearText()”public void ClearText()Clears authored content, compiled state, and visible output.
ShowText(string)
Section titled “ShowText(string)”public void ShowText(string markup)Replaces the content and begins reveal playback using the current settings.
Parameters
| Name | Type | Description |
|---|---|---|
markup |
System.String | Markup to compile and reveal. |
ShowTextInstant(string)
Section titled “ShowTextInstant(string)”public void ShowTextInstant(string markup)Replaces the content and displays it completely without advancing a reveal clock.
Parameters
| Name | Type | Description |
|---|---|---|
markup |
System.String | Markup to compile and display. |
StartReveal()
Section titled “StartReveal()”public void StartReveal()Starts reveal playback for the current compiled content.
ContinueReveal()
Section titled “ContinueReveal()”public void ContinueReveal()Continues a prepared text change without replaying retained glyphs.
SkipReveal()
Section titled “SkipReveal()”public void SkipReveal()Completes reveal immediately, including remaining reveal events.
StopReveal()
Section titled “StopReveal()”public void StopReveal()Stops reveal at its current visibility without completing it.
TriggerRemainingEvents()
Section titled “TriggerRemainingEvents()”public void TriggerRemainingEvents()Dispatches pending marker and cue events without advancing the reveal animation.
AdvanceOrSkip()
Section titled “AdvanceOrSkip()”public bool AdvanceOrSkip()Advances a paused or waiting reveal when possible; otherwise completes the active reveal.
Returns
System.Boolean: true when the call changed playback state.
StartDisappear()
Section titled “StartDisappear()”public void StartDisappear()Starts hide playback for the current content.
SkipDisappear()
Section titled “SkipDisappear()”public void SkipDisappear()Completes hide playback immediately.
StopDisappear()
Section titled “StopDisappear()”public void StopDisappear()Stops hide playback at its current visibility.
GetApproximateHideDuration()
Section titled “GetApproximateHideDuration()”public float GetApproximateHideDuration()Estimates hide duration using the current content and timing configuration.
Returns
System.Single: Approximate duration in seconds.
SetRevealSpeed(float)
Section titled “SetRevealSpeed(float)”public void SetRevealSpeed(float multiplier)Changes the playback-rate multiplier used by subsequent reveal updates.
Parameters
| Name | Type | Description |
|---|---|---|
multiplier |
System.Single | Non-negative speed multiplier, where 1 uses authored timing. |
PauseReveal()
Section titled “PauseReveal()”public void PauseReveal()Pauses reveal playback while retaining its current position.
ResumeReveal()
Section titled “ResumeReveal()”public void ResumeReveal()Resumes reveal playback from its paused position.
SkipCurrentWait()
Section titled “SkipCurrentWait()”public void SkipCurrentWait()Requests cooperative cancellation of the active wait and resumes reveal. Custom non-skippable action coroutines may continue running.
SetRevealProgress(float)
Section titled “SetRevealProgress(float)”public void SetRevealProgress(float progress)Sets reveal to an explicit normalized position without changing authored content.
Parameters
| Name | Type | Description |
|---|---|---|
progress |
System.Single | Requested progress, clamped to the 0 to 1 range. |
SetGlyphVisibility(int, bool, bool)
Section titled “SetGlyphVisibility(int, bool, bool)”public bool SetGlyphVisibility(int glyphIndex, bool visible, bool playTransition = true)Overrides visibility for one visible glyph.
Parameters
| Name | Type | Description |
|---|---|---|
glyphIndex |
System.Int32 | Zero-based visible-glyph index in the current compiled plan. |
visible |
System.Boolean | Whether the glyph should be visible. |
playTransition |
System.Boolean | Whether configured transitions should be used. |
Returns
System.Boolean: false when glyphIndex is outside the current plan.
SetWordVisibility(int, bool, bool)
Section titled “SetWordVisibility(int, bool, bool)”public bool SetWordVisibility(int wordIndex, bool visible, bool playTransition = true)Overrides visibility for one semantic word.
Parameters
| Name | Type | Description |
|---|---|---|
wordIndex |
System.Int32 | Zero-based word index in the current compiled plan. |
visible |
System.Boolean | Whether glyphs in the word should be visible. |
playTransition |
System.Boolean | Whether configured transitions should be used. |
Returns
System.Boolean: false when wordIndex is outside the current plan.
SetTextVisibility(bool, bool)
Section titled “SetTextVisibility(bool, bool)”public bool SetTextVisibility(bool visible, bool playTransition = true)Overrides visibility for the complete text without modifying its markup.
Parameters
| Name | Type | Description |
|---|---|---|
visible |
System.Boolean | Whether all glyphs should be visible. |
playTransition |
System.Boolean | Whether configured reveal or hide transitions should be used. |
Returns
System.Boolean: true when the override was accepted.
ClearGlyphVisibilityOverride(int)
Section titled “ClearGlyphVisibilityOverride(int)”public bool ClearGlyphVisibilityOverride(int glyphIndex)Restores authored visibility for one glyph.
Parameters
| Name | Type | Description |
|---|---|---|
glyphIndex |
System.Int32 | Zero-based visible-glyph index in the current compiled plan. |
Returns
System.Boolean: true when an existing override was removed.
ClearVisibilityOverrides()
Section titled “ClearVisibilityOverrides()”public bool ClearVisibilityOverrides()Restores authored visibility for every glyph.
Returns
System.Boolean: true when at least one override was removed.
ConfigureEffectFamilies(bool, bool, bool)
Section titled “ConfigureEffectFamilies(bool, bool, bool)”public void ConfigureEffectFamilies(bool reveal, bool active, bool hide)Enables or disables evaluation of reveal, active, and hide effect families.
Parameters
| Name | Type |
|---|---|
reveal |
System.Boolean |
active |
System.Boolean |
hide |
System.Boolean |
RestartEffects()
Section titled “RestartEffects()”public void RestartEffects()Resets effect-local clocks and state while preserving text and reveal progress.
RefreshEffectBindings()
Section titled “RefreshEffectBindings()”public void RefreshEffectBindings()Re-resolves effect definitions and parameters after registry or asset changes.
ApplyExternalEffect(ITextStudioEffectDefinition, float, float, int, int)
Section titled “ApplyExternalEffect(ITextStudioEffectDefinition, float, float, int, int)”public bool ApplyExternalEffect(ITextStudioEffectDefinition effect, float progress, float intensity = 1, int startGlyph = -1, int endGlyph = -1)Adds an externally driven effect layer for the current frame. Submit it every frame while active; normal effects are evaluated first and remain intact on untouched channels.
Parameters
| Name | Type |
|---|---|
effect |
TextStudio.ITextStudioEffectDefinition |
progress |
System.Single |
intensity |
System.Single |
startGlyph |
System.Int32 |
endGlyph |
System.Int32 |
Returns
System.Boolean
RegisterExternalEffectSource(ITextStudioExternalEffectSource)
Section titled “RegisterExternalEffectSource(ITextStudioExternalEffectSource)”public void RegisterExternalEffectSource(ITextStudioExternalEffectSource source)Registers an ordered external effect source with this binding.
Parameters
| Name | Type |
|---|---|
source |
TextStudio.ITextStudioExternalEffectSource |
UnregisterExternalEffectSource(ITextStudioExternalEffectSource)
Section titled “UnregisterExternalEffectSource(ITextStudioExternalEffectSource)”public void UnregisterExternalEffectSource(ITextStudioExternalEffectSource source)Stops polling a previously registered external effect source.
Parameters
| Name | Type |
|---|---|
source |
TextStudio.ITextStudioExternalEffectSource |
SetRevealLoop(bool, float)
Section titled “SetRevealLoop(bool, float)”public void SetRevealLoop(bool loop, float delay = 0.75)Controls whether reveal restarts after completion and configures the delay before restarting.
Parameters
| Name | Type |
|---|---|
loop |
System.Boolean |
delay |
System.Single |
UpdateFromHost(float)
Section titled “UpdateFromHost(float)”public void UpdateFromHost(float deltaTime)Advances a Manual binding from a host-owned clock. Automatic bindings already advance through the target panel scheduler and ignore duplicate work within one player frame.
Parameters
| Name | Type |
|---|---|
deltaTime |
System.Single |
GetBasicVisibleText()
Section titled “GetBasicVisibleText()”public string GetBasicVisibleText()Gets plain visible text suitable for UI Toolkit fallback rendering without Text Studio tags.
Returns
System.String
ConfigureLinearPlacement()
Section titled “ConfigureLinearPlacement()”public void ConfigureLinearPlacement()Selects source-linear placement without changing the current orientation policy.
ConfigureArcPlacement(float, float, float, PathSpacing, float, bool, float, PathPosition)
Section titled “ConfigureArcPlacement(float, float, float, PathSpacing, float, bool, float, PathPosition)”public void ConfigureArcPlacement(float radius, float arcAngle, float startAngle = 0, PathSpacing spacing = PathSpacing.Even, float fill = 1, bool reverse = false, float radiusChange = 0, PathPosition pathPosition = PathPosition.Above)Configures planar arc placement in local units and degrees without changing orientation.
Parameters
| Name | Type |
|---|---|
radius |
System.Single |
arcAngle |
System.Single |
startAngle |
System.Single |
spacing |
TextStudio.PathSpacing |
fill |
System.Single |
reverse |
System.Boolean |
radiusChange |
System.Single |
pathPosition |
TextStudio.PathPosition |
ConfigureWavePlacement(float, float, float, float)
Section titled “ConfigureWavePlacement(float, float, float, float)”public void ConfigureWavePlacement(float amplitude, float frequency, float speed, float phase = 0)Configures animated planar wave placement in local units and cycles per second.
Parameters
| Name | Type |
|---|---|
amplitude |
System.Single |
frequency |
System.Single |
speed |
System.Single |
phase |
System.Single |
ConfigureCirclePlacement(float, float, PathSpacing, bool, float, PathPosition)
Section titled “ConfigureCirclePlacement(float, float, PathSpacing, bool, float, PathPosition)”public void ConfigureCirclePlacement(float radius, float startAngle = 0, PathSpacing spacing = PathSpacing.Even, bool reverse = false, float radiusChange = 0, PathPosition pathPosition = PathPosition.Above)Configures circular placement in local units and degrees without changing orientation.
Parameters
| Name | Type |
|---|---|
radius |
System.Single |
startAngle |
System.Single |
spacing |
TextStudio.PathSpacing |
reverse |
System.Boolean |
radiusChange |
System.Single |
pathPosition |
TextStudio.PathPosition |
ConfigureGridPlacement(int, GridCellSizing, Vector2, Vector2, GridFlow, bool, bool)
Section titled “ConfigureGridPlacement(int, GridCellSizing, Vector2, Vector2, GridFlow, bool, bool)”public void ConfigureGridPlacement(int columns, GridCellSizing sizing = GridCellSizing.Auto, Vector2 cellSize = null, Vector2 gap = null, GridFlow flow = GridFlow.RowsFirst, bool reverse = false, bool respectSourceLines = false)Configures row- or column-major grid placement with explicit or automatic cell sizing.
Parameters
| Name | Type |
|---|---|
columns |
System.Int32 |
sizing |
TextStudio.GridCellSizing |
cellSize |
UnityEngine.Vector2 |
gap |
UnityEngine.Vector2 |
flow |
TextStudio.GridFlow |
reverse |
System.Boolean |
respectSourceLines |
System.Boolean |
SetArcStartAngle(float)
Section titled “SetArcStartAngle(float)”public void SetArcStartAngle(float startAngle)Changes the arc’s start angle in degrees and refreshes placement.
Parameters
| Name | Type |
|---|---|
startAngle |
System.Single |
SetCircleStartAngle(float)
Section titled “SetCircleStartAngle(float)”public void SetCircleStartAngle(float startAngle)Changes the circle’s start angle in degrees and refreshes placement.
Parameters
| Name | Type |
|---|---|
startAngle |
System.Single |
SetPlacementOrientation(TextStudioPlacementOrientation, Vector3)
Section titled “SetPlacementOrientation(TextStudioPlacementOrientation, Vector3)”public void SetPlacementOrientation(TextStudioPlacementOrientation orientation, Vector3 fineRotation = null)Sets glyph orientation along the selected placement plus an optional local Euler rotation in degrees.
Parameters
| Name | Type |
|---|---|
orientation |
TextStudio.TextStudioPlacementOrientation |
fineRotation |
UnityEngine.Vector3 |
Properties
Section titled “Properties”
bindingMode
Section titled “bindingMode”public BindingMode bindingMode { get; set; }The only supported target binding mode.
Returns
UnityEngine.UIElements.BindingMode
updateTrigger
Section titled “updateTrigger”public BindingUpdateTrigger updateTrigger { get; set; }The only supported source update trigger.
Returns
UnityEngine.UIElements.BindingUpdateTrigger
dataSource
Section titled “dataSource”public object dataSource { get; set; }Optional local source used by Data source mode.
Returns
System.Object
dataSourceType
Section titled “dataSourceType”public Type dataSourceType { get; set; }Optional design-time type hint for an inherited Data source.
Returns
System.Type
dataSourcePath
Section titled “dataSourcePath”public PropertyPath dataSourcePath { get; set; }Path from the effective Data source to the markup value.
Returns
Unity.Properties.PropertyPath
sourceToUiConverters
Section titled “sourceToUiConverters”public ConverterGroup sourceToUiConverters { get; }Converters applied before global source-to-string converters.
Returns
UnityEngine.UIElements.ConverterGroup
SourceMode
Section titled “SourceMode”[TextStudioSourceModeAuthoring]public TextStudioBindingSourceMode SourceMode { get; set; }Selects Label text, a named element, or native inherited data as the markup source.
Returns
TextStudio.TextStudioBindingSourceMode
SourceElementName
Section titled “SourceElementName”public string SourceElementName { get; set; }The unique same-panel element name used by Element source mode.
Returns
System.String
SourcePropertyPath
Section titled “SourcePropertyPath”public string SourcePropertyPath { get; set; }The property path read from the named source element. Defaults to value.
Returns
System.String
AuthoredMarkup
Section titled “AuthoredMarkup”public string AuthoredMarkup { get; }The latest canonical markup captured from Label text in direct mode.
Returns
System.String
Diagnostic
Section titled “Diagnostic”public TextStudioBindingDiagnostic Diagnostic { get; }The latest actionable binding diagnostic.
Returns
TextStudio.TextStudioBindingDiagnostic
Element
Section titled “Element”public TextElement Element { get; }Returns
UnityEngine.UIElements.TextElement
FeatureSet
Section titled “FeatureSet”public TextStudioUITKFeatureSet FeatureSet { get; }Returns
TextStudio.TextStudioUITKFeatureSet
public TextStudioPlanView Plan { get; }Gets a transient, allocation-free view of the compiled semantic plan. Do not retain the view after the current callback or frame.
Returns
TextStudio.TextStudioPlanView
Preview
Section titled “Preview”public TextStudioPreview Preview { get; }Returns
TextStudio.TextStudioPreview
Content
Section titled “Content”public ITextStudioContent Content { get; }Focused content view for integrations that do not control playback.
Returns
TextStudio.ITextStudioContent
Playback
Section titled “Playback”public ITextStudioPlayback Playback { get; }Focused reveal and hide playback view.
Returns
TextStudio.ITextStudioPlayback
Visibility
Section titled “Visibility”public ITextStudioVisibility Visibility { get; }Focused runtime visibility view.
Returns
TextStudio.ITextStudioVisibility
Effects
Section titled “Effects”public ITextStudioEffectControl Effects { get; }Focused renderer-neutral effect control view.
Returns
TextStudio.ITextStudioEffectControl
EvaluatedGlyphStates
Section titled “EvaluatedGlyphStates”public TextStudioReadOnlyBuffer<EvaluatedGlyphState> EvaluatedGlyphStates { get; }Zero-allocation transient view over the currently evaluated glyph states. Do not retain the view after the next binding update.
Returns
TextStudio.TextStudioReadOnlyBuffer{TextStudio.EvaluatedGlyphState}
StateCount
Section titled “StateCount”public int StateCount { get; }Returns
System.Int32
Markup
Section titled “Markup”public string Markup { get; }Gets the authored markup, including Text Studio tags.
Returns
System.String
public string Text { get; }Gets the visible plain-text content after markup processing.
Returns
System.String
DisplayText
Section titled “DisplayText”public string DisplayText { get; }Returns
System.String
ResolvedText
Section titled “ResolvedText”public string ResolvedText { get; }Returns
System.String
RevealProgress
Section titled “RevealProgress”public float RevealProgress { get; }Gets normalized reveal progress from 0 (hidden) to 1 (fully revealed).
Returns
System.Single
RevealedCount
Section titled “RevealedCount”public int RevealedCount { get; }Returns
System.Int32
RevealedGlyphCount
Section titled “RevealedGlyphCount”public int RevealedGlyphCount { get; }Gets the number of semantic glyphs currently revealed.
Returns
System.Int32
TotalGlyphCount
Section titled “TotalGlyphCount”public int TotalGlyphCount { get; }Gets the number of visible semantic glyphs in the compiled content.
Returns
System.Int32
WordCount
Section titled “WordCount”public int WordCount { get; }Returns
System.Int32
HasVisibilityOverrides
Section titled “HasVisibilityOverrides”public bool HasVisibilityOverrides { get; }Gets whether any runtime visibility override currently differs from authored visibility.
Returns
System.Boolean
IsRevealing
Section titled “IsRevealing”public bool IsRevealing { get; }Gets whether reveal playback is currently advancing.
Returns
System.Boolean
IsRevealPaused
Section titled “IsRevealPaused”public bool IsRevealPaused { get; }Gets whether reveal playback is paused without being stopped.
Returns
System.Boolean
IsWaitingForAction
Section titled “IsWaitingForAction”public bool IsWaitingForAction { get; }Whether reveal is paused while an action is still executing.
Returns
System.Boolean
IsDisappearing
Section titled “IsDisappearing”public bool IsDisappearing { get; }Gets whether hide playback is currently advancing.
Returns
System.Boolean
IsFullParity
Section titled “IsFullParity”public bool IsFullParity { get; }Returns
System.Boolean
PlacementMode
Section titled “PlacementMode”public PlacementMode PlacementMode { get; set; }Returns
TextStudio.PlacementMode
ArcRadius
Section titled “ArcRadius”public float ArcRadius { get; set; }Returns
System.Single
ArcAutoFitRadius
Section titled “ArcAutoFitRadius”public bool ArcAutoFitRadius { get; set; }Returns
System.Boolean
ArcAutoFitPadding
Section titled “ArcAutoFitPadding”public float ArcAutoFitPadding { get; set; }Returns
System.Single
ArcAngle
Section titled “ArcAngle”public float ArcAngle { get; set; }Returns
System.Single
ArcStartAngle
Section titled “ArcStartAngle”public float ArcStartAngle { get; set; }Returns
System.Single
ArcPathPosition
Section titled “ArcPathPosition”public PathPosition ArcPathPosition { get; set; }Returns
TextStudio.PathPosition
ArcSpacing
Section titled “ArcSpacing”public PathSpacing ArcSpacing { get; set; }Returns
TextStudio.PathSpacing
ArcFill
Section titled “ArcFill”public float ArcFill { get; set; }Returns
System.Single
ArcReverse
Section titled “ArcReverse”public bool ArcReverse { get; set; }Returns
System.Boolean
ArcRadiusChange
Section titled “ArcRadiusChange”public float ArcRadiusChange { get; set; }Returns
System.Single
WaveAmplitude
Section titled “WaveAmplitude”public float WaveAmplitude { get; set; }Returns
System.Single
WaveFrequency
Section titled “WaveFrequency”public float WaveFrequency { get; set; }Returns
System.Single
WaveSpeed
Section titled “WaveSpeed”public float WaveSpeed { get; set; }Returns
System.Single
WavePhase
Section titled “WavePhase”public float WavePhase { get; set; }Returns
System.Single
CircleRadius
Section titled “CircleRadius”public float CircleRadius { get; set; }Returns
System.Single
CircleAutoFitRadius
Section titled “CircleAutoFitRadius”public bool CircleAutoFitRadius { get; set; }Returns
System.Boolean
CircleAutoFitPadding
Section titled “CircleAutoFitPadding”public float CircleAutoFitPadding { get; set; }Returns
System.Single
CircleStartAngle
Section titled “CircleStartAngle”public float CircleStartAngle { get; set; }Returns
System.Single
CirclePathPosition
Section titled “CirclePathPosition”public PathPosition CirclePathPosition { get; set; }Returns
TextStudio.PathPosition
CircleSpacing
Section titled “CircleSpacing”public PathSpacing CircleSpacing { get; set; }Returns
TextStudio.PathSpacing
CircleReverse
Section titled “CircleReverse”public bool CircleReverse { get; set; }Returns
System.Boolean
CircleRadiusChange
Section titled “CircleRadiusChange”public float CircleRadiusChange { get; set; }Returns
System.Single
GridColumns
Section titled “GridColumns”public int GridColumns { get; set; }Returns
System.Int32
GridCellSizing
Section titled “GridCellSizing”public GridCellSizing GridCellSizing { get; set; }Returns
TextStudio.GridCellSizing
GridCellSize
Section titled “GridCellSize”public Vector2 GridCellSize { get; set; }Returns
UnityEngine.Vector2
GridGap
Section titled “GridGap”public Vector2 GridGap { get; set; }Returns
UnityEngine.Vector2
GridFlow
Section titled “GridFlow”public GridFlow GridFlow { get; set; }Returns
TextStudio.GridFlow
GridReverse
Section titled “GridReverse”public bool GridReverse { get; set; }Returns
System.Boolean
GridRespectSourceLines
Section titled “GridRespectSourceLines”public bool GridRespectSourceLines { get; set; }Returns
System.Boolean
PlacementOrientation
Section titled “PlacementOrientation”public TextStudioPlacementOrientation PlacementOrientation { get; set; }Returns
TextStudio.TextStudioPlacementOrientation
PlacementFineRotation
Section titled “PlacementFineRotation”public Vector3 PlacementFineRotation { get; set; }Returns
UnityEngine.Vector3
BehaviorProfile
Section titled “BehaviorProfile”public TextStudioBehaviorProfile BehaviorProfile { get; set; }Gets or applies the renderer-neutral behavior profile for this binding. Assigning null restores the binding’s retained local behavior.
Returns
TextStudio.TextStudioBehaviorProfile
UsesBehaviorProfileTypewriter
Section titled “UsesBehaviorProfileTypewriter”public bool UsesBehaviorProfileTypewriter { get; }Returns
System.Boolean
TypewriterSource
Section titled “TypewriterSource”public TextStudioTypewriterSource TypewriterSource { get; set; }Returns
TextStudio.TextStudioTypewriterSource
TypewriterPresetId
Section titled “TypewriterPresetId”public string TypewriterPresetId { get; set; }Returns
System.String
TypewriterPreset
Section titled “TypewriterPreset”public TextStudioTypewriterPreset TypewriterPreset { get; set; }Returns
TextStudio.TextStudioTypewriterPreset
DefaultEffectsMode
Section titled “DefaultEffectsMode”public TextStudioDefaultEffectMode DefaultEffectsMode { get; set; }Returns
TextStudio.TextStudioDefaultEffectMode
DefaultEffects
Section titled “DefaultEffects”public string DefaultEffects { get; set; }Returns
System.String
DefaultRevealEffects
Section titled “DefaultRevealEffects”public string DefaultRevealEffects { get; set; }Returns
System.String
DefaultActiveEffects
Section titled “DefaultActiveEffects”public string DefaultActiveEffects { get; set; }Returns
System.String
DefaultHideEffects
Section titled “DefaultHideEffects”public string DefaultHideEffects { get; set; }Returns
System.String
TextChangeMode
Section titled “TextChangeMode”public TextStudioTextChangeMode TextChangeMode { get; set; }Returns
TextStudio.TextStudioTextChangeMode
TextChangeScope
Section titled “TextChangeScope”public TextStudioTextChangeScope TextChangeScope { get; set; }Returns
TextStudio.TextStudioTextChangeScope
MarkupSyntaxOverride
Section titled “MarkupSyntaxOverride”public TextStudioMarkupSyntax MarkupSyntaxOverride { get; set; }Optional syntax settings for this binding. Null inherits the active project syntax.
Returns
TextStudio.TextStudioMarkupSyntax
ResolvedAuthoringProfile
Section titled “ResolvedAuthoringProfile”public TextStudioAuthoringProfile ResolvedAuthoringProfile { get; }Gets the effective authoring profile after binding and project settings are resolved.
Returns
TextStudio.TextStudioAuthoringProfile
UpdateMode
Section titled “UpdateMode”public TextStudioUITKUpdateMode UpdateMode { get; set; }Gets or sets whether the binding advances from its panel scheduler or from host calls.
Returns
TextStudio.TextStudioUITKUpdateMode
PlayOnAttach
Section titled “PlayOnAttach”public bool PlayOnAttach { get; set; }Gets or sets whether a locally configured binding starts its reveal when attached. A behavior profile’s typewriter start mode takes precedence when it owns Typewriter.
Returns
System.Boolean
TextGeneratorPreference
Section titled “TextGeneratorPreference”public TextStudioUITKTextGeneratorPreference TextGeneratorPreference { get; set; }Returns
TextStudio.TextStudioUITKTextGeneratorPreference
Timings
Section titled “Timings”public TypingTimingsBase Timings { get; set; }Returns
TextStudio.TypingTimingsBase
BuiltInTimingsPreset
Section titled “BuiltInTimingsPreset”public RevealTimingsPreset BuiltInTimingsPreset { get; set; }Returns
TextStudio.RevealTimingsPreset
WaitAfterFinalReveal
Section titled “WaitAfterFinalReveal”public bool WaitAfterFinalReveal { get; set; }Returns
System.Boolean
RevealMode
Section titled “RevealMode”public RevealMode RevealMode { get; set; }Returns
TextStudio.RevealMode
SpeedMultiplier
Section titled “SpeedMultiplier”public float SpeedMultiplier { get; set; }Returns
System.Single
LoopReveal
Section titled “LoopReveal”public bool LoopReveal { get; set; }Returns
System.Boolean
LoopRevealDelay
Section titled “LoopRevealDelay”public float LoopRevealDelay { get; set; }Returns
System.Single
RevealAppearanceDuration
Section titled “RevealAppearanceDuration”public float RevealAppearanceDuration { get; set; }Returns
System.Single
RevealDisappearanceDuration
Section titled “RevealDisappearanceDuration”public float RevealDisappearanceDuration { get; set; }Returns
System.Single
TypewriterStartMode
Section titled “TypewriterStartMode”public TextStudioTypewriterStartMode TypewriterStartMode { get; set; }Returns
TextStudio.TextStudioTypewriterStartMode
ResetSpeedOnNewText
Section titled “ResetSpeedOnNewText”public bool ResetSpeedOnNewText { get; set; }Returns
System.Boolean
SkipRevealMode
Section titled “SkipRevealMode”public TextStudioTypewriterSkipRevealMode SkipRevealMode { get; set; }Returns
TextStudio.TextStudioTypewriterSkipRevealMode
TriggerRemainingMarkersOnSkip
Section titled “TriggerRemainingMarkersOnSkip”public bool TriggerRemainingMarkersOnSkip { get; set; }Returns
System.Boolean
SkipCurrentWaitOnSkip
Section titled “SkipCurrentWaitOnSkip”public bool SkipCurrentWaitOnSkip { get; set; }Returns
System.Boolean
SkipHideMode
Section titled “SkipHideMode”public TextStudioTypewriterSkipHideMode SkipHideMode { get; set; }Returns
TextStudio.TextStudioTypewriterSkipHideMode
RevealSequenceOrder
Section titled “RevealSequenceOrder”public TextStudioSequenceOrder RevealSequenceOrder { get; set; }Returns
TextStudio.TextStudioSequenceOrder
RevealSequenceSpread
Section titled “RevealSequenceSpread”public float RevealSequenceSpread { get; set; }Returns
System.Single
RevealSequenceSeed
Section titled “RevealSequenceSeed”public int RevealSequenceSeed { get; set; }Returns
System.Int32
HideSequenceOrder
Section titled “HideSequenceOrder”public TextStudioSequenceOrder HideSequenceOrder { get; set; }Returns
TextStudio.TextStudioSequenceOrder
HideSequenceSpread
Section titled “HideSequenceSpread”public float HideSequenceSpread { get; set; }Returns
System.Single
HideSequenceSeed
Section titled “HideSequenceSeed”public int HideSequenceSeed { get; set; }Returns
System.Int32
MotionPresetId
Section titled “MotionPresetId”public string MotionPresetId { get; set; }Returns
System.String
CustomMotionPreset
Section titled “CustomMotionPreset”public TextStudioTypewriterMotionPreset CustomMotionPreset { get; set; }Returns
TextStudio.TextStudioTypewriterMotionPreset
MotionPolicy
Section titled “MotionPolicy”public TextStudioMotionPolicy MotionPolicy { get; set; }Returns
TextStudio.TextStudioMotionPolicy
RevealEffectsEnabled
Section titled “RevealEffectsEnabled”public bool RevealEffectsEnabled { get; set; }Returns
System.Boolean
ActiveEffectsEnabled
Section titled “ActiveEffectsEnabled”public bool ActiveEffectsEnabled { get; set; }Returns
System.Boolean
HideEffectsEnabled
Section titled “HideEffectsEnabled”public bool HideEffectsEnabled { get; set; }Returns
System.Boolean
EnableInEditMode
Section titled “EnableInEditMode”public bool EnableInEditMode { get; set; }Returns
System.Boolean
Events
Section titled “Events”
DiagnosticChanged
Section titled “DiagnosticChanged”public event Action<TextStudioBindingDiagnostic> DiagnosticChangedRaised only when the diagnostic code or message changes.
Returns
System.Action{TextStudio.TextStudioBindingDiagnostic}
OnTextSet
Section titled “OnTextSet”public event Action<string> OnTextSetOccurs after markup is replaced and accepted by the runtime.
Returns
System.Action{System.String}
OnTypewriterStarted
Section titled “OnTypewriterStarted”public event Action OnTypewriterStartedOccurs when reveal playback starts or restarts.
Returns
System.Action
OnGlyphRevealed
Section titled “OnGlyphRevealed”public event Action<int, char> OnGlyphRevealedOccurs when a visible glyph crosses its reveal boundary.
Returns
System.Action{System.Int32,System.Char}
OnGlyphDisappeared
Section titled “OnGlyphDisappeared”public event Action<int> OnGlyphDisappearedOccurs when a visible glyph crosses its disappearance boundary.
Returns
System.Action{System.Int32}
OnTextUnitRevealed
Section titled “OnTextUnitRevealed”public event Action<int, string> OnTextUnitRevealedOccurs when a semantic text unit becomes visible.
Returns
System.Action{System.Int32,System.String}
OnMarkerReached
Section titled “OnMarkerReached”public event Action<string, string[]> OnMarkerReachedOccurs when reveal reaches an authored marker.
Returns
System.Action{System.String,System.String[]}
OnExtensionTagsChanged
Section titled “OnExtensionTagsChanged”public event Action<TextStudioPlanView> OnExtensionTagsChangedOccurs after compilation changes the set of extension tags.
Returns
System.Action{TextStudio.TextStudioPlanView}
OnExtensionTagReached
Section titled “OnExtensionTagReached”public event Action<TextStudioExtensionTag> OnExtensionTagReachedOccurs when reveal reaches an extension tag configured for reveal dispatch.
Returns
System.Action{TextStudio.TextStudioExtensionTag}
OnTypewriterWaitStarted
Section titled “OnTypewriterWaitStarted”public event Action<TextStudioTypewriterWaitInfo> OnTypewriterWaitStartedOccurs immediately before a typewriter wait suspends playback.
Returns
System.Action{TextStudio.TextStudioTypewriterWaitInfo}
OnTypewriterWaitFinished
Section titled “OnTypewriterWaitFinished”public event Action<TextStudioTypewriterWaitInfo> OnTypewriterWaitFinishedOccurs when a typewriter wait completes or is skipped.
Returns
System.Action{TextStudio.TextStudioTypewriterWaitInfo}
OnShowComplete
Section titled “OnShowComplete”public event Action OnShowCompleteOccurs after the final reveal delay has completed and the text is fully shown.
Returns
System.Action
OnDisappearComplete
Section titled “OnDisappearComplete”public event Action OnDisappearCompleteOccurs after hide playback has made the complete text invisible.
Returns
System.Action