TextStudioText
[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, ITypewriterProviderCentral 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.
Methods
Section titled “Methods”
StartReveal()
Section titled “StartReveal()”public void StartReveal()Starts reveal playback for the current compiled content.
ContinueReveal()
Section titled “ContinueReveal()”public void ContinueReveal()Starts reveal from the current progress instead of resetting to the beginning.
SkipReveal()
Section titled “SkipReveal()”public void SkipReveal()Completes reveal immediately, including remaining reveal events.
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.
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.
TriggerRemainingEvents()
Section titled “TriggerRemainingEvents()”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. |
SetRevealMode(RevealMode)
Section titled “SetRevealMode(RevealMode)”public void SetRevealMode(RevealMode mode)Selects whether visibility changes are immediate or animated.
Parameters
| Name | Type |
|---|---|
mode |
TextStudio.RevealMode |
SetRevealAppearanceDuration(float)
Section titled “SetRevealAppearanceDuration(float)”public void SetRevealAppearanceDuration(float seconds)Sets the per-glyph appearance transition duration in seconds.
Parameters
| Name | Type |
|---|---|
seconds |
System.Single |
SetRevealDisappearanceDuration(float)
Section titled “SetRevealDisappearanceDuration(float)”public void SetRevealDisappearanceDuration(float seconds)Sets the per-glyph disappearance transition duration in seconds.
Parameters
| Name | Type |
|---|---|
seconds |
System.Single |
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 |
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. |
DriveRevealProgress(float)
Section titled “DriveRevealProgress(float)”public void DriveRevealProgress(float progress)Applies externally driven normalized reveal progress without advancing the internal reveal clock.
Parameters
| Name | Type |
|---|---|
progress |
System.Single |
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.
StopReveal()
Section titled “StopReveal()”public void StopReveal()Stops reveal at its current visibility without completing it.
GetApproximateShowDuration()
Section titled “GetApproximateShowDuration()”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.
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.
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 |
SetBuiltInTypewriterPreset(string)
Section titled “SetBuiltInTypewriterPreset(string)”public void SetBuiltInTypewriterPreset(string presetId)Selects a complete built-in typewriter recipe by stable identifier.
Parameters
| Name | Type |
|---|---|
presetId |
System.String |
SetBuiltInTypewriterMotionPreset(string)
Section titled “SetBuiltInTypewriterMotionPreset(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 |
GetRevealDebugSnapshot()
Section titled “GetRevealDebugSnapshot()”public TextStudioRevealDebugSnapshot GetRevealDebugSnapshot()Captures current reveal, renderer, and provider diagnostics without changing playback.
Returns
TextStudio.TextStudioRevealDebugSnapshot
DiscoverRenderersAndProviders()
Section titled “DiscoverRenderersAndProviders()”public void DiscoverRenderersAndProviders()Rediscovers attached renderers, placement providers, backends, and registered extensions.
SetText(string)
Section titled “SetText(string)”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. |
SetText(string, bool)
Section titled “SetText(string, bool)”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. |
SetTextDeferred(string)
Section titled “SetTextDeferred(string)”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. |
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 while preserving the existing prefix’s reveal and animation state where possible.
Parameters
| Name | Type |
|---|---|
markup |
System.String |
ClearText()
Section titled “ClearText()”public void ClearText()Clears authored content, compiled state, and visible output.
SetAuthoringMode(TextStudioAuthoringMode)
Section titled “SetAuthoringMode(TextStudioAuthoringMode)”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 |
SetRunActionsInPreview(bool)
Section titled “SetRunActionsInPreview(bool)”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 |
SetProfile(TextStudioProfile)
Section titled “SetProfile(TextStudioProfile)”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 |
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. |
ScheduleMeshRefresh()
Section titled “ScheduleMeshRefresh()”public void ScheduleMeshRefresh()Marks topology and all dependent presentation stages for refresh on the next update.
ScheduleTextRebuild()
Section titled “ScheduleTextRebuild()”public void ScheduleTextRebuild()Marks authored text for recompilation on the next update.
ScheduleLayoutRebuild()
Section titled “ScheduleLayoutRebuild()”public void ScheduleLayoutRebuild()Marks layout, placement, animation, and visual output for recomputation.
ScheduleTopologyRebuild()
Section titled “ScheduleTopologyRebuild()”public void ScheduleTopologyRebuild()Marks renderer topology and every dependent presentation stage for recomputation.
ScheduleVisualStateUpdate()
Section titled “ScheduleVisualStateUpdate()”public void ScheduleVisualStateUpdate()Marks evaluated animation and visual output for refresh without rebuilding text or layout.
ScheduleSimulationUpdate()
Section titled “ScheduleSimulationUpdate()”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 |
ForceMeshRefresh(float)
Section titled “ForceMeshRefresh(float)”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 |
ForceMeshRefresh(in TimeStep)
Section titled “ForceMeshRefresh(in TimeStep)”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 |
SchedulePlacementRefresh()
Section titled “SchedulePlacementRefresh()”public void SchedulePlacementRefresh()Marks component-provided placement output for recomputation.
SelectPlacementExtension(string)
Section titled “SelectPlacementExtension(string)”public bool SelectPlacementExtension(string placementId)Selects an attached placement extension by its stable identifier.
Parameters
| Name | Type |
|---|---|
placementId |
System.String |
Returns
System.Boolean
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)
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 |
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 = 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 |
GetLocalVisualSettings()
Section titled “GetLocalVisualSettings()”public TextStudioVisualSettings GetLocalVisualSettings()Captures complete component-local visual settings even while a profile temporarily replaces them.
Returns
TextStudio.TextStudioVisualSettings
Constructors
Section titled “Constructors”
TextStudioText()
Section titled “TextStudioText()”public TextStudioText()Properties
Section titled “Properties”
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
Backends
Section titled “Backends”public ITextStudioBackendHost Backends { get; }Advanced text-backend discovery and state view.
Returns
TextStudio.ITextStudioBackendHost
OnSetTextEvent
Section titled “OnSetTextEvent”public UnityEvent<string> OnSetTextEvent { get; }Returns
UnityEngine.Events.UnityEvent{System.String}
OnShowCompleteEvent
Section titled “OnShowCompleteEvent”public UnityEvent OnShowCompleteEvent { get; }Returns
UnityEngine.Events.UnityEvent
OnDisappearCompleteEvent
Section titled “OnDisappearCompleteEvent”public UnityEvent OnDisappearCompleteEvent { get; }Returns
UnityEngine.Events.UnityEvent
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
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
Renderers
Section titled “Renderers”public IReadOnlyList<ITextStudioRenderer> Renderers { get; }Returns
System.Collections.Generic.IReadOnlyList{TextStudio.ITextStudioRenderer}
PreviewStageProviders
Section titled “PreviewStageProviders”public IReadOnlyList<ITextStudioPreviewStageProvider> PreviewStageProviders { get; }Returns
System.Collections.Generic.IReadOnlyList{TextStudio.ITextStudioPreviewStageProvider}
TMPText
Section titled “TMPText”public TMP_Text TMPText { get; }Returns
TMPro.TMP_Text
HasExternalTextSource
Section titled “HasExternalTextSource”public bool HasExternalTextSource { get; }Returns
System.Boolean
ExternalTextSourceCount
Section titled “ExternalTextSourceCount”public int ExternalTextSourceCount { get; }Returns
System.Int32
ExtensionTagProcessors
Section titled “ExtensionTagProcessors”public IReadOnlyList<ITextStudioExtensionTagProcessor> ExtensionTagProcessors { get; }Returns
System.Collections.Generic.IReadOnlyList{TextStudio.ITextStudioExtensionTagProcessor}
PlacementStrategies
Section titled “PlacementStrategies”public IReadOnlyList<IPlacementStrategy> PlacementStrategies { get; }Returns
System.Collections.Generic.IReadOnlyList{TextStudio.IPlacementStrategy}
ExtensionPlacementId
Section titled “ExtensionPlacementId”public string ExtensionPlacementId { get; }Returns
System.String
ActivePlacementExtension
Section titled “ActivePlacementExtension”public ITextStudioPlacementExtension ActivePlacementExtension { get; }Returns
TextStudio.ITextStudioPlacementExtension
PreviewStageMode
Section titled “PreviewStageMode”public TextStudioPreviewStageMode PreviewStageMode { get; }Returns
TextStudio.TextStudioPreviewStageMode
PreviewView
Section titled “PreviewView”public TextStudioPreviewView PreviewView { get; }Returns
TextStudio.TextStudioPreviewView
PreviewQuality
Section titled “PreviewQuality”public TextStudioPreviewQuality PreviewQuality { get; }Returns
TextStudio.TextStudioPreviewQuality
PreviewOrbitAngles
Section titled “PreviewOrbitAngles”public Vector2 PreviewOrbitAngles { get; }Returns
UnityEngine.Vector2
PreviewCompareSpacing
Section titled “PreviewCompareSpacing”public float PreviewCompareSpacing { get; }Returns
System.Single
InfluenceTarget
Section titled “InfluenceTarget”public Transform InfluenceTarget { get; set; }Returns
UnityEngine.Transform
HasInfluenceTarget
Section titled “HasInfluenceTarget”public bool HasInfluenceTarget { get; }Returns
System.Boolean
InfluenceTargetWorldPosition
Section titled “InfluenceTargetWorldPosition”public Vector3 InfluenceTargetWorldPosition { get; }Returns
UnityEngine.Vector3
PreviewStageSettings
Section titled “PreviewStageSettings”public TextStudioPreviewStageSettings PreviewStageSettings { get; }Returns
TextStudio.TextStudioPreviewStageSettings
AuthoringMode
Section titled “AuthoringMode”public TextStudioAuthoringMode AuthoringMode { get; }Returns
TextStudio.TextStudioAuthoringMode
BackendWriteHandling
Section titled “BackendWriteHandling”public TextStudioBackendWriteHandling BackendWriteHandling { get; }Returns
TextStudio.TextStudioBackendWriteHandling
Profile
Section titled “Profile”public TextStudioProfile Profile { get; }Returns
TextStudio.TextStudioProfile
MarkupSyntaxOverride
Section titled “MarkupSyntaxOverride”public TextStudioMarkupSyntax MarkupSyntaxOverride { get; set; }Gets or sets optional syntax settings for this component. Null inherits project settings.
Returns
TextStudio.TextStudioMarkupSyntax
ResolvedAuthoringProfile
Section titled “ResolvedAuthoringProfile”public TextStudioAuthoringProfile ResolvedAuthoringProfile { get; }Gets the effective authoring profile after component and project settings are resolved.
Returns
TextStudio.TextStudioAuthoringProfile
DefaultEffectsSource
Section titled “DefaultEffectsSource”public TextStudioDefaultEffectsSource DefaultEffectsSource { get; }Returns
TextStudio.TextStudioDefaultEffectsSource
RevealSpeedMultiplier
Section titled “RevealSpeedMultiplier”public float RevealSpeedMultiplier { get; }Returns
System.Single
WaitAfterFinalReveal
Section titled “WaitAfterFinalReveal”public bool WaitAfterFinalReveal { get; set; }Returns
System.Boolean
RunActionsInPreview
Section titled “RunActionsInPreview”public bool RunActionsInPreview { get; }Returns
System.Boolean
TypewriterPreset
Section titled “TypewriterPreset”public TextStudioTypewriterPreset TypewriterPreset { get; }Returns
TextStudio.TextStudioTypewriterPreset
TypewriterSource
Section titled “TypewriterSource”public TextStudioTypewriterSource TypewriterSource { get; set; }Returns
TextStudio.TextStudioTypewriterSource
PlacementMode
Section titled “PlacementMode”public PlacementMode PlacementMode { get; set; }Returns
TextStudio.PlacementMode
RevealMode
Section titled “RevealMode”public RevealMode RevealMode { get; set; }Returns
TextStudio.RevealMode
BuiltInTimingsPreset
Section titled “BuiltInTimingsPreset”public RevealTimingsPreset BuiltInTimingsPreset { get; set; }Returns
TextStudio.RevealTimingsPreset
ArcStartAngle
Section titled “ArcStartAngle”public float ArcStartAngle { get; }Returns
System.Single
CircleStartAngle
Section titled “CircleStartAngle”public float CircleStartAngle { get; }Returns
System.Single
GridColumns
Section titled “GridColumns”public int GridColumns { get; }Returns
System.Int32
GridCellSizing
Section titled “GridCellSizing”public GridCellSizing GridCellSizing { get; }Returns
TextStudio.GridCellSizing
GridCellSize
Section titled “GridCellSize”public Vector2 GridCellSize { get; }Returns
UnityEngine.Vector2
GridGap
Section titled “GridGap”public Vector2 GridGap { get; }Returns
UnityEngine.Vector2
GridFlow
Section titled “GridFlow”public GridFlow GridFlow { get; }Returns
TextStudio.GridFlow
RevealProgress
Section titled “RevealProgress”public float RevealProgress { get; }Gets normalized reveal progress from 0 (hidden) to 1 (fully revealed).
Returns
System.Single
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
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
CoroutineHost
Section titled “CoroutineHost”public MonoBehaviour CoroutineHost { get; }Gets the component that owns action coroutines.
Returns
UnityEngine.MonoBehaviour
IsShowingText
Section titled “IsShowingText”public bool IsShowingText { get; }Gets whether reveal playback is currently active.
Returns
System.Boolean
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
TypewriterPresetId
Section titled “TypewriterPresetId”public string TypewriterPresetId { get; }Returns
System.String
MotionPresetId
Section titled “MotionPresetId”public string MotionPresetId { get; }Returns
System.String
TypewriterMotionPreset
Section titled “TypewriterMotionPreset”public TextStudioTypewriterMotionPreset TypewriterMotionPreset { get; }Returns
TextStudio.TextStudioTypewriterMotionPreset
TransitionStyleId
Section titled “TransitionStyleId”public string TransitionStyleId { get; }Returns
System.String
RevealTransitionStyle
Section titled “RevealTransitionStyle”public string RevealTransitionStyle { get; }Returns
System.String
HideTransitionStyle
Section titled “HideTransitionStyle”public string HideTransitionStyle { get; }Returns
System.String
RevealSequence
Section titled “RevealSequence”public TextStudioSequenceSettings RevealSequence { get; set; }Returns
TextStudio.TextStudioSequenceSettings
HideSequence
Section titled “HideSequence”public TextStudioSequenceSettings HideSequence { get; set; }Returns
TextStudio.TextStudioSequenceSettings
MotionPolicy
Section titled “MotionPolicy”public TextStudioMotionPolicy MotionPolicy { get; set; }Returns
TextStudio.TextStudioMotionPolicy
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
Events
Section titled “Events”
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}
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 playback 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 action 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}
OnTypewriterStarted
Section titled “OnTypewriterStarted”public event Action OnTypewriterStartedOccurs when reveal playback starts or restarts.
Returns
System.Action
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