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TextStudioText

ClassTextStudioTextStudio
[ExecuteAlways]
[AddComponentMenu("Text Studio/Text Studio Text")]
[HelpURL("https://www.wetzold.com/tools/text-studio")]
public sealed class TextStudioText : MonoBehaviour, ITextStudioContent, ITextStudioPlayback, ITextStudioVisibility, ITextStudioBackendHost, ITextStudioController, ITextStudioWaitLifecycleSink, ITypewriterProvider

Central TextStudio hub. Owns the authored markup, runs the full pipeline (tokenize, resolve, layout, placement, reveal, effects) once per tick, and drives every attached renderer via TextStudio.ITextStudioRenderer.

Text ownership, layout, and mesh application are delegated to the selected text backend. TextMeshPro remains the built-in fallback. Editor tick management is handled by TextStudio.TextStudioEditorHooks so this file contains zero UnityEditor references.

public void StartReveal()

Starts reveal playback for the current compiled content.

public void ContinueReveal()

Starts reveal from the current progress instead of resetting to the beginning.

public void SkipReveal()

Completes reveal immediately, including remaining reveal events.

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.

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.
public void PauseReveal()

Pauses reveal playback while retaining its current position.

public void ResumeReveal()

Resumes reveal playback from its paused position.

public void SkipCurrentWait()

Requests cooperative cancellation of the active wait and resumes reveal. Custom non-skippable action coroutines may continue running.

public void TriggerRemainingEvents()

Dispatches pending marker and cue events without advancing the reveal animation.

NotifyTypewriterWaitStarted(ActionMarker, TextStudioTypewriterWaitKind, float, bool)

Section titled “NotifyTypewriterWaitStarted(ActionMarker, TextStudioTypewriterWaitKind, float, bool)”
public void NotifyTypewriterWaitStarted(ActionMarker marker, TextStudioTypewriterWaitKind kind, float duration, bool isHide)

Notifies the sink immediately before a wait suspends playback.

Parameters

Name Type Description
marker TextStudio.ActionMarker Marker that initiated the wait.
kind TextStudio.TextStudioTypewriterWaitKind Kind of wait being started.
duration System.Single Known duration in seconds, or a negative value for an externally completed wait.
isHide System.Boolean Whether the wait belongs to hide playback.

NotifyTypewriterWaitFinished(ActionMarker, TextStudioTypewriterWaitKind, float, bool)

Section titled “NotifyTypewriterWaitFinished(ActionMarker, TextStudioTypewriterWaitKind, float, bool)”
public void NotifyTypewriterWaitFinished(ActionMarker marker, TextStudioTypewriterWaitKind kind, float duration, bool isHide)

Notifies the sink after a wait completes or is skipped.

Parameters

Name Type Description
marker TextStudio.ActionMarker Marker that initiated the wait.
kind TextStudio.TextStudioTypewriterWaitKind Kind of wait that finished.
duration System.Single Configured duration in seconds, or a negative value for an externally completed wait.
isHide System.Boolean Whether the wait belonged to hide playback.
public void SetRevealMode(RevealMode mode)

Selects whether visibility changes are immediate or animated.

Parameters

Name Type
mode TextStudio.RevealMode
public void SetRevealAppearanceDuration(float seconds)

Sets the per-glyph appearance transition duration in seconds.

Parameters

Name Type
seconds System.Single
public void SetRevealDisappearanceDuration(float seconds)

Sets the per-glyph disappearance transition duration in seconds.

Parameters

Name Type
seconds System.Single
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
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.
public void DriveRevealProgress(float progress)

Applies externally driven normalized reveal progress without advancing the internal reveal clock.

Parameters

Name Type
progress System.Single
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.

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.

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.

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.

public bool ClearVisibilityOverrides()

Restores authored visibility for every glyph.

Returns

System.Boolean: true when at least one override was removed.

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
public void RestartEffects()

Resets effect-local clocks and state while preserving text and reveal progress.

public void RefreshEffectBindings()

Re-resolves effect definitions and parameters after registry or asset changes.

public void StopReveal()

Stops reveal at its current visibility without completing it.

public float GetApproximateShowDuration()

Estimates reveal duration using the current content and timing configuration.

Returns

System.Single: Approximate duration in seconds, including configured waits that have known durations.

public void StartDisappear()

Starts hide playback for the current content.

public void SkipDisappear()

Completes hide playback immediately.

public void StopDisappear()

Stops hide playback at its current visibility.

public float GetApproximateHideDuration()

Estimates hide duration using the current content and timing configuration.

Returns

System.Single: Approximate duration in seconds.

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

ApplyTypewriterPreset(TextStudioTypewriterPreset)

Section titled “ApplyTypewriterPreset(TextStudioTypewriterPreset)”
public void ApplyTypewriterPreset(TextStudioTypewriterPreset preset)

Applies a reusable custom typewriter preset when local settings are active.

Parameters

Name Type
preset TextStudio.TextStudioTypewriterPreset

ApplyTypewriterSettings(TextStudioTypewriterSettings)

Section titled “ApplyTypewriterSettings(TextStudioTypewriterSettings)”
public void ApplyTypewriterSettings(TextStudioTypewriterSettings settings)

Copies a complete typewriter settings snapshot into this component’s local configuration.

Parameters

Name Type
settings TextStudio.TextStudioTypewriterSettings
public void SetBuiltInTypewriterPreset(string presetId)

Selects a complete built-in typewriter recipe by stable identifier.

Parameters

Name Type
presetId System.String
public void SetBuiltInTypewriterMotionPreset(string motionPresetId)

Applies built-in reveal and hide motion to the current local typewriter recipe.

Parameters

Name Type
motionPresetId System.String

SetCustomTypewriterMotionPreset(TextStudioTypewriterMotionPreset)

Section titled “SetCustomTypewriterMotionPreset(TextStudioTypewriterMotionPreset)”
public void SetCustomTypewriterMotionPreset(TextStudioTypewriterMotionPreset preset)

Applies a custom motion asset, or clears motion when passed null.

Parameters

Name Type
preset TextStudio.TextStudioTypewriterMotionPreset
public TextStudioRevealDebugSnapshot GetRevealDebugSnapshot()

Captures current reveal, renderer, and provider diagnostics without changing playback.

Returns

TextStudio.TextStudioRevealDebugSnapshot

public void DiscoverRenderersAndProviders()

Rediscovers attached renderers, placement providers, backends, and registered extensions.

public void SetText(string markup)

Replaces the current markup and applies the change immediately.

Parameters

Name Type Description
markup System.String Markup to compile. A null value is treated as empty text.
public void SetText(string markup, bool syncTextImmediate)

Replaces markup and optionally processes visible output before returning.

Parameters

Name Type Description
markup System.String Markup to compile. Null is treated as empty text.
syncTextImmediate System.Boolean Whether to process the current authoring mode synchronously when safe.
public void SetTextDeferred(string markup)

Schedules a text replacement for the host’s next update, coalescing multiple pending replacements.

Parameters

Name Type Description
markup System.String Markup to compile. A null value is treated as empty text.
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.
public void AppendTextDeferred(string markup)

Appends markup while preserving the existing prefix’s reveal and animation state where possible.

Parameters

Name Type
markup System.String
public void ClearText()

Clears authored content, compiled state, and visible output.

public void SetAuthoringMode(TextStudioAuthoringMode mode)

Switches how authored markup is previewed in edit mode and rebuilds affected pipeline stages.

Parameters

Name Type
mode TextStudio.TextStudioAuthoringMode

SetBackendWriteHandling(TextStudioBackendWriteHandling)

Section titled “SetBackendWriteHandling(TextStudioBackendWriteHandling)”
public void SetBackendWriteHandling(TextStudioBackendWriteHandling handling)

Sets how external backend text writes are handled while no profile replaces local settings.

Parameters

Name Type
handling TextStudio.TextStudioBackendWriteHandling
public void SetRunActionsInPreview(bool runActions)

Controls whether preview-safe actions may produce scene side effects in edit mode.

Parameters

Name Type
runActions System.Boolean

ConfigurePreviewStage(TextStudioPreviewStageMode, TextStudioPreviewView, TextStudioPreviewQuality, Vector2, float)

Section titled “ConfigurePreviewStage(TextStudioPreviewStageMode, TextStudioPreviewView, TextStudioPreviewQuality, Vector2, float)”
public void ConfigurePreviewStage(TextStudioPreviewStageMode mode, TextStudioPreviewView view, TextStudioPreviewQuality quality, Vector2 orbitAngles, float compareSpacing = 4)

Configures the shared edit-mode preview stage without changing runtime rendering. Attached renderer providers receive the same view and quality selection.

Parameters

Name Type
mode TextStudio.TextStudioPreviewStageMode
view TextStudio.TextStudioPreviewView
quality TextStudio.TextStudioPreviewQuality
orbitAngles UnityEngine.Vector2
compareSpacing System.Single
public void SetProfile(TextStudioProfile profile)

Assigns a profile, or restores complete local visual settings when passed null.

Parameters

Name Type
profile TextStudio.TextStudioProfile

SetMarkupSyntaxOverride(TextStudioMarkupSyntax)

Section titled “SetMarkupSyntaxOverride(TextStudioMarkupSyntax)”
public void SetMarkupSyntaxOverride(TextStudioMarkupSyntax syntax)

Assigns component-specific syntax settings, or null to inherit the project setting.

Parameters

Name Type
syntax TextStudio.TextStudioMarkupSyntax

SetInlineDefaultEffects(TextStudioDefaultEffectMode, string, string, string, string)

Section titled “SetInlineDefaultEffects(TextStudioDefaultEffectMode, string, string, string, string)”
public void SetInlineDefaultEffects(TextStudioDefaultEffectMode mode, string allPhaseEffects = "", string revealEffects = "", string activeEffects = "", string hideEffects = "")

Configures component-local default effect expressions when no profile replaces them.

Parameters

Name Type
mode TextStudio.TextStudioDefaultEffectMode
allPhaseEffects System.String
revealEffects System.String
activeEffects System.String
hideEffects System.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.
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.
public void ScheduleMeshRefresh()

Marks topology and all dependent presentation stages for refresh on the next update.

public void ScheduleTextRebuild()

Marks authored text for recompilation on the next update.

public void ScheduleLayoutRebuild()

Marks layout, placement, animation, and visual output for recomputation.

public void ScheduleTopologyRebuild()

Marks renderer topology and every dependent presentation stage for recomputation.

public void ScheduleVisualStateUpdate()

Marks evaluated animation and visual output for refresh without rebuilding text or layout.

public void ScheduleSimulationUpdate()

Marks simulation-backed channels and visual output for refresh.

RegisterExternalTextSource(ITextStudioExternalTextSource)

Section titled “RegisterExternalTextSource(ITextStudioExternalTextSource)”
public void RegisterExternalTextSource(ITextStudioExternalTextSource source)

Registers a component-local external text source and rediscovers source priority.

Parameters

Name Type
source TextStudio.ITextStudioExternalTextSource

UnregisterExternalTextSource(ITextStudioExternalTextSource)

Section titled “UnregisterExternalTextSource(ITextStudioExternalTextSource)”
public void UnregisterExternalTextSource(ITextStudioExternalTextSource source)

Stops using a previously registered component-local external text source.

Parameters

Name Type
source TextStudio.ITextStudioExternalTextSource

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
public void ForceMeshRefresh(float deltaTime = 0)

Performs one synchronous presentation update using an explicit non-negative delta time in seconds.

Parameters

Name Type
deltaTime System.Single
public void ForceMeshRefresh(in TimeStep step)

Performs one synchronous presentation update using a host-supplied deterministic time step.

Parameters

Name Type
step ImpossibleRobert.Common.Timing.TimeStep
public void SchedulePlacementRefresh()

Marks component-provided placement output for recomputation.

public bool SelectPlacementExtension(string placementId)

Selects an attached placement extension by its stable identifier.

Parameters

Name Type
placementId System.String

Returns

System.Boolean

public void ConfigureLinearPlacement()

Selects source-linear placement without changing the current orientation policy.

ConfigureArcPlacement(float, float, float, PathSpacing, float, bool, float)

Section titled “ConfigureArcPlacement(float, float, float, PathSpacing, float, bool, float)”
public void ConfigureArcPlacement(float radius, float arcAngle, float startAngle = 0, PathSpacing spacing = PathSpacing.Even, float fill = 1, bool reverse = false, float radiusChange = 0)

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

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)

Section titled “ConfigureCirclePlacement(float, float, PathSpacing, bool, float)”
public void ConfigureCirclePlacement(float radius, float startAngle = 0, PathSpacing spacing = PathSpacing.Even, bool reverse = false, float radiusChange = 0)

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

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 = default, Vector2 gap = default, 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
public void SetArcStartAngle(float startAngle)

Changes the arc’s start angle in degrees and refreshes placement.

Parameters

Name Type
startAngle System.Single
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 = default)

Sets glyph orientation along the selected placement plus an optional local Euler rotation in degrees.

Parameters

Name Type
orientation TextStudio.TextStudioPlacementOrientation
fineRotation UnityEngine.Vector3
public TextStudioVisualSettings GetLocalVisualSettings()

Captures complete component-local visual settings even while a profile temporarily replaces them.

Returns

TextStudio.TextStudioVisualSettings

public TextStudioText()

public ITextStudioContent Content { get; }

Focused content view for integrations that do not control playback.

Returns

TextStudio.ITextStudioContent

public ITextStudioPlayback Playback { get; }

Focused reveal and hide playback view.

Returns

TextStudio.ITextStudioPlayback

public ITextStudioVisibility Visibility { get; }

Focused runtime visibility view.

Returns

TextStudio.ITextStudioVisibility

public ITextStudioBackendHost Backends { get; }

Advanced text-backend discovery and state view.

Returns

TextStudio.ITextStudioBackendHost

public UnityEvent<string> OnSetTextEvent { get; }

Returns

UnityEngine.Events.UnityEvent{System.String}

public UnityEvent OnShowCompleteEvent { get; }

Returns

UnityEngine.Events.UnityEvent

public UnityEvent OnDisappearCompleteEvent { get; }

Returns

UnityEngine.Events.UnityEvent

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

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

public TextStudioPreview Preview { get; }

Returns

TextStudio.TextStudioPreview

public IReadOnlyList<ITextStudioRenderer> Renderers { get; }

Returns

System.Collections.Generic.IReadOnlyList{TextStudio.ITextStudioRenderer}

public IReadOnlyList<ITextStudioPreviewStageProvider> PreviewStageProviders { get; }

Returns

System.Collections.Generic.IReadOnlyList{TextStudio.ITextStudioPreviewStageProvider}

public TMP_Text TMPText { get; }

Returns

TMPro.TMP_Text

public bool HasExternalTextSource { get; }

Returns

System.Boolean

public int ExternalTextSourceCount { get; }

Returns

System.Int32

public IReadOnlyList<ITextStudioExtensionTagProcessor> ExtensionTagProcessors { get; }

Returns

System.Collections.Generic.IReadOnlyList{TextStudio.ITextStudioExtensionTagProcessor}

public IReadOnlyList<IPlacementStrategy> PlacementStrategies { get; }

Returns

System.Collections.Generic.IReadOnlyList{TextStudio.IPlacementStrategy}

public string ExtensionPlacementId { get; }

Returns

System.String

public ITextStudioPlacementExtension ActivePlacementExtension { get; }

Returns

TextStudio.ITextStudioPlacementExtension

public TextStudioPreviewStageMode PreviewStageMode { get; }

Returns

TextStudio.TextStudioPreviewStageMode

public TextStudioPreviewView PreviewView { get; }

Returns

TextStudio.TextStudioPreviewView

public TextStudioPreviewQuality PreviewQuality { get; }

Returns

TextStudio.TextStudioPreviewQuality

public Vector2 PreviewOrbitAngles { get; }

Returns

UnityEngine.Vector2

public float PreviewCompareSpacing { get; }

Returns

System.Single

public Transform InfluenceTarget { get; set; }

Returns

UnityEngine.Transform

public bool HasInfluenceTarget { get; }

Returns

System.Boolean

public Vector3 InfluenceTargetWorldPosition { get; }

Returns

UnityEngine.Vector3

public TextStudioPreviewStageSettings PreviewStageSettings { get; }

Returns

TextStudio.TextStudioPreviewStageSettings

public TextStudioAuthoringMode AuthoringMode { get; }

Returns

TextStudio.TextStudioAuthoringMode

public TextStudioBackendWriteHandling BackendWriteHandling { get; }

Returns

TextStudio.TextStudioBackendWriteHandling

public TextStudioProfile Profile { get; }

Returns

TextStudio.TextStudioProfile

public TextStudioMarkupSyntax MarkupSyntaxOverride { get; set; }

Gets or sets optional syntax settings for this component. Null inherits project settings.

Returns

TextStudio.TextStudioMarkupSyntax

public TextStudioAuthoringProfile ResolvedAuthoringProfile { get; }

Gets the effective authoring profile after component and project settings are resolved.

Returns

TextStudio.TextStudioAuthoringProfile

public TextStudioDefaultEffectsSource DefaultEffectsSource { get; }

Returns

TextStudio.TextStudioDefaultEffectsSource

public float RevealSpeedMultiplier { get; }

Returns

System.Single

public bool WaitAfterFinalReveal { get; set; }

Returns

System.Boolean

public bool RunActionsInPreview { get; }

Returns

System.Boolean

public TextStudioTypewriterPreset TypewriterPreset { get; }

Returns

TextStudio.TextStudioTypewriterPreset

public TextStudioTypewriterSource TypewriterSource { get; set; }

Returns

TextStudio.TextStudioTypewriterSource

public PlacementMode PlacementMode { get; set; }

Returns

TextStudio.PlacementMode

public RevealMode RevealMode { get; set; }

Returns

TextStudio.RevealMode

public RevealTimingsPreset BuiltInTimingsPreset { get; set; }

Returns

TextStudio.RevealTimingsPreset

public float ArcStartAngle { get; }

Returns

System.Single

public float CircleStartAngle { get; }

Returns

System.Single

public int GridColumns { get; }

Returns

System.Int32

public GridCellSizing GridCellSizing { get; }

Returns

TextStudio.GridCellSizing

public Vector2 GridCellSize { get; }

Returns

UnityEngine.Vector2

public Vector2 GridGap { get; }

Returns

UnityEngine.Vector2

public GridFlow GridFlow { get; }

Returns

TextStudio.GridFlow

public float RevealProgress { get; }

Gets normalized reveal progress from 0 (hidden) to 1 (fully revealed).

Returns

System.Single

public int RevealedGlyphCount { get; }

Gets the number of semantic glyphs currently revealed.

Returns

System.Int32

public int TotalGlyphCount { get; }

Gets the number of visible semantic glyphs in the compiled content.

Returns

System.Int32

public int WordCount { get; }

Returns

System.Int32

public bool HasVisibilityOverrides { get; }

Gets whether any runtime visibility override currently differs from authored visibility.

Returns

System.Boolean

public bool IsRevealing { get; }

Gets whether reveal playback is currently advancing.

Returns

System.Boolean

public bool IsRevealPaused { get; }

Gets whether reveal playback is paused without being stopped.

Returns

System.Boolean

public bool IsWaitingForAction { get; }

Whether reveal is paused while an action is still executing.

Returns

System.Boolean

public bool IsDisappearing { get; }

Gets whether hide playback is currently advancing.

Returns

System.Boolean

public bool RevealEffectsEnabled { get; set; }

Returns

System.Boolean

public bool ActiveEffectsEnabled { get; set; }

Returns

System.Boolean

public bool HideEffectsEnabled { get; set; }

Returns

System.Boolean

public MonoBehaviour CoroutineHost { get; }

Gets the component that owns action coroutines.

Returns

UnityEngine.MonoBehaviour

public bool IsShowingText { get; }

Gets whether reveal playback is currently active.

Returns

System.Boolean

public bool LoopReveal { get; set; }

Returns

System.Boolean

public float LoopRevealDelay { get; set; }

Returns

System.Single

public float RevealAppearanceDuration { get; set; }

Returns

System.Single

public float RevealDisappearanceDuration { get; set; }

Returns

System.Single

public string TypewriterPresetId { get; }

Returns

System.String

public string MotionPresetId { get; }

Returns

System.String

public TextStudioTypewriterMotionPreset TypewriterMotionPreset { get; }

Returns

TextStudio.TextStudioTypewriterMotionPreset

public string TransitionStyleId { get; }

Returns

System.String

public string RevealTransitionStyle { get; }

Returns

System.String

public string HideTransitionStyle { get; }

Returns

System.String

public TextStudioSequenceSettings RevealSequence { get; set; }

Returns

TextStudio.TextStudioSequenceSettings

public TextStudioSequenceSettings HideSequence { get; set; }

Returns

TextStudio.TextStudioSequenceSettings

public TextStudioMotionPolicy MotionPolicy { get; set; }

Returns

TextStudio.TextStudioMotionPolicy

public TextStudioTypewriterStartMode TypewriterStartMode { get; set; }

Returns

TextStudio.TextStudioTypewriterStartMode

public bool ResetSpeedOnNewText { get; set; }

Returns

System.Boolean

public TextStudioTypewriterSkipRevealMode SkipRevealMode { get; set; }

Returns

TextStudio.TextStudioTypewriterSkipRevealMode

public bool TriggerRemainingMarkersOnSkip { get; set; }

Returns

System.Boolean

public bool SkipCurrentWaitOnSkip { get; set; }

Returns

System.Boolean

public TextStudioTypewriterSkipHideMode SkipHideMode { get; set; }

Returns

TextStudio.TextStudioTypewriterSkipHideMode

public event Action<int, char> OnGlyphRevealed

Occurs when a visible glyph crosses its reveal boundary.

Returns

System.Action{System.Int32,System.Char}

public event Action<int, string> OnTextUnitRevealed

Occurs when a semantic text unit becomes visible.

Returns

System.Action{System.Int32,System.String}

public event Action<string, string[]> OnMarkerReached

Occurs when playback reaches an authored marker.

Returns

System.Action{System.String,System.String[]}

public event Action<TextStudioPlanView> OnExtensionTagsChanged

Occurs after compilation changes the set of extension tags.

Returns

System.Action{TextStudio.TextStudioPlanView}

public event Action<TextStudioExtensionTag> OnExtensionTagReached

Occurs when reveal reaches an extension tag configured for reveal dispatch.

Returns

System.Action{TextStudio.TextStudioExtensionTag}

public event Action<TextStudioTypewriterWaitInfo> OnTypewriterWaitStarted

Occurs immediately before a typewriter action suspends playback.

Returns

System.Action{TextStudio.TextStudioTypewriterWaitInfo}

public event Action<TextStudioTypewriterWaitInfo> OnTypewriterWaitFinished

Occurs when a typewriter wait completes or is skipped.

Returns

System.Action{TextStudio.TextStudioTypewriterWaitInfo}

public event Action OnTypewriterStarted

Occurs when reveal playback starts or restarts.

Returns

System.Action

public event Action OnShowComplete

Occurs after the final reveal delay has completed and the text is fully shown.

Returns

System.Action

public event Action OnDisappearComplete

Occurs after hide playback has made the complete text invisible.

Returns

System.Action