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Text Studio Changelog

  • Added production-ready temporary and gameplay text with one-call emission, editable presentation presets, shared number formatting, bounded prewarming, explicit aggregation, stable stacking, target following, screen projection, runtime updates, manual dismissal, and lifecycle events.
  • Added ready-to-customize Damage, Critical, Heal, Status, Combo, and Score presentation assets, complete Canvas and world-space sample setups, and a rebuilt Combat Feedback scene.
  • Added dependency-free compatibility profiles for native Text Studio, Text Animator, and a safe TMPEffects syntax subset, with project or per-text selection, live conversion previews, source-ranged diagnostics, and a guided migration window.
  • Added a native PlayMaker 2 integration with typed actions, callback waits, marker routing, an optional always-on event relay, and a complete inspectable Whisperwood FSM demo.
  • Added a ready-to-run UI Toolkit and PrimeTween example that combines animated glyphs with whole-element movement, rotation, scaling, and fading.
  • Added a visual Timing view for Composed Effects, with live scrubbing and direct editing of phase placement and finite playback duration.
  • Added on-demand, validated setup for action tags with parameters, including contextual route choices and an exact markup preview before insertion, while keeping the searchable tag list uncluttered.
  • Added a searchable Integrations hub that reports installation, package, define, sample, and selected-object readiness for every supported integration, with guided setup and direct fixes where available.
  • Added native Yarn Spinner line presentation that keeps Yarn’s standard dialogue UI while Text Studio drives reveal, effects, replacement markup, and action timing.
  • Added complete Game Creator 2 command coverage plus an optional Dialogue skin adapter that preserves actors, portraits, choices, and story timing.
  • Added Timeline control markers for one-shot text, reveal, wait, event, disappearance, and effect commands alongside the existing blendable tracks.
  • Added Ink story state save and restore support for save slots, checkpoints, and scene transitions.
  • Unified static, dynamic, dialogue, and temporary text around the same content, profile, lifecycle, accessibility, and renderer model. Text Studio 3D now uses the same temporary-text workflow with a complete 3D host.
  • Consolidated applicable temporary object reuse on Unity’s built-in object pooling, including gameplay feedback, audio playback, HUD notifications, and installed 3D runtime helpers.
  • Typewriter pacing now reveals the first unit immediately and applies reading waits after visible punctuation, so sentence pauses no longer delay the punctuation mark itself.
  • Character timing assets can evaluate full text context for abbreviations, punctuation runs, neighboring units, words, lines, paragraphs, and inline instant ranges.
  • Word and line reveal now use one meaningful boundary delay per group, reordered reveal keeps each unit’s authored pacing, and final completion respects the configured trailing wait.
  • Built-in reveal cadences now offer a clear final-wait choice, and the Reveal Timing tutorial ships inspectable character and word timing assets with instant-range and reverse-order examples.
  • The subtitles example now uses punctuation-aware pacing whenever its UI reports that mode.
  • Preview and export timing now distinguish the last visible glyph, reveal completion, and the final appearance settling point, including reveal-speed scaling.
  • Composed Effect timing now joins adjacent enabled phases without gaps or playback restarts. Reveal Blend uses a per-lane fade curve, keeps its full duration when crossing into Active, follows effects shifted into Reveal, and no longer fades in effects that begin later inside Active.
  • Compatibility now accepts all supported providers, while Native and the two provider-specific profiles isolate exactly one authoring dialect. Performance Lab runs always measure Text Studio with provider compatibility disabled.
  • Simplified the Text Studio Text inspector by keeping markup syntax configuration in the project-wide Text Studio settings.
  • Reorganized scripting into focused content, playback, visibility, effect, action, timing, extension, and advanced backend entry points.
  • Replaced mutable engine-owned state and font data access with bounded read-only views and explicit snapshots.
  • Simplified custom text backend integration with a structured layout publication request.
  • Reduced editor scripting exposure to the documented add-on provider contracts.
  • Improved Timeline blending so overlapping reveal and effect clips respect their effective weights, remain stable while scrubbing, and do not complete unexpectedly during pauses, seeks, or reverse playback.
  • Reduced allocations during repeated plain-text updates and growing text such as chat logs without increasing ordinary document buffer sizes.
  • Integration Health Check reporting now uses the same complete support catalog as the Integrations hub, so optional package diagnostics no longer drift between tools.
  • Input System integrations now restore only actions that Text Studio enabled, preserving action ownership shared with other gameplay systems.
  • Adventure Creator subtitles now provide reveal-first continue handling, retain AC ActionList sequencing, and ship with a polished character-speech and narration sample that keeps Text Studio as the sole visible text writer.
  • Fixed the Text Studio Emitter inspector hiding the compact preset creation action after a default preset was assigned. A replacement preset can now be created directly from the same field.
  • Composed Effect previews now remember the selected Reveal, Active, and Hide phases for the project when switching between effects, and Reveal-enabled previews start from the beginning instead of entering during Active.

Initial release of Text Studio.

  • Animate TextMeshPro and UI Toolkit text with a shared, production-ready workflow.
  • Author reveal, active, and hide behavior with typewriter presets, reusable motion, playback, timing, and audio cues.
  • Combine effects through readable inline markup or reusable Composed Effects with live previews and compact advanced controls.
  • Animate position, rotation, scale, opacity, color, skew, UVs, pivots, and all four glyph corners independently.
  • Place text along lines, arcs, circles, waves, and grids while preserving multiline layout.
  • Drive dialogue, waits, input, markers, events, long-form text, pages, scrolling, and external text sources.
  • Start quickly with a modern Welcome journey, recipes, a guided examples browser, numbered lessons, real-world production scenarios, and a complete demo.
  • Explore custom actions in a guided, self-running sample that shows scene-local and reusable registered actions firing at their exact markup positions.
  • Inspect markup, ownership, visibility, routes, and runtime state with clear diagnostics and a project Health Check.
  • Migrate common Text Animator markup, playback, style aliases, typewriter settings, audio, and events through guided tools.
  • Import Text Animator project timing defaults and character-delay assets into native Text Studio settings while the default syntax continues to accept supported brace markup.
  • Trigger reusable or scene-local sound cues that can optionally pause reveal, time out safely, stop on skip, and select clips sequentially, randomly, or by name.
  • Choose the recommended mixed angle-and-brace syntax, angle tags only, or one custom delimiter pair without changing Text Studio’s canonical runtime pipeline.
  • Learn the complete workflow from a rebuilt beginner-to-advanced manual with current real-output screenshots, inspector guidance, migration evidence, and release checklists.
  • Extend projects through optional packages for 3D lettering, Mechanical Displays, Terminal FX, visual scripting, localization, dialogue systems, and narrative tools.
  • Added a premium Unity Splines wayfinding showcase with proportional and even spacing, tangent-aligned type, transformed spline containers, and a live Play Mode presentation.
  • Spline placement now recognizes an installed Unity Splines package, offers one-click provider setup, reports exact readiness, reconnects providers added after the text component, and follows spline-container transforms correctly.
  • Custom typewriter scripts can now distinguish timed or input waits from an ordinary pause and skip the active wait explicitly.
  • Added optional UniText 3 support for advanced Unicode shaping, bidirectional text, fallback fonts, color glyphs, and Text Studio animation without requiring a TextMeshPro component.
  • Added an inspectable UniText showcase scene with animated Latin, Arabic, and Hebrew Canvas text.
  • Added Burn, a deterministic zero-setup TextMeshPro effect with a continuous text-wide ember edge, glyph mapping when preferred, inline markup, gallery preview, and external or Timeline control.
  • Composed Effect layers can now select original text colors by hue, saturation, perceptual luminance, or alpha, with smooth tolerance and inversion controls inside the existing Scope section.
  • Spatial scopes can now use stable normalized source-text coordinates that remain unchanged by placement, animation, object transforms, and world movement.
  • UI Toolkit animated labels now play automatically when attached, while deterministic manual stepping remains available for custom clocks and tests.
  • UI Builder can now author a complete animated label with markup, profile, playback, reveal, speed, and loop settings directly in UXML.
  • UI Toolkit labels now support the same profile-owned effects, typewriter motion, timing, start, loop, and skip behavior as TextMeshPro text.
  • Added ready-to-copy UI Toolkit recipes for complete UXML, code-created labels, ordinary label bindings, hover restarts, and focus reveals.
  • Added Pixel Grid, a true TextMeshPro SDF pixelation effect with screen-stable or glyph-anchored cells, coverage-preserving and crisp quality modes, animated transitions, and readable fallback for incompatible materials.
  • Added a guided Curves and Playback lesson with reusable curve, finite-cycle, looping, ping-pong, and weighted playback assets that can be inspected and reused independently.
  • Combat Feedback now includes a true world-space TextMeshPro pool with target anchors, camera-facing values, explicit sorting, synchronized target reactions, and a projected overlay comparison.
  • Live Game HUD now includes a timed combo chain with escalating visual tiers, milestone notifications, reset controls, and a reduced-motion presentation.
  • When Text Studio 3D is installed, the TextMeshPro setup card now offers one-click standard or 3D setup.
  • Gallery-created examples are now selected and framed automatically in the Scene view.
  • Composed Effects can now be authored explicitly for portable 2D text or full 3D lettering, with automatic compatibility guidance for every property, effect, nested recipe, and preview.
  • Added production sequence controls for reveal, hide, and Composed Effect layers, including forward, reverse, center-out, edges-in, all-at-once, and deterministic random ordering with adjustable spread.
  • Added Elastic, Scatter 2D, Visual Tracking, and Corner Warp motion, plus Focus, Dissolve, Outline & Glow, Surface Sweep, and Chromatic Glitch material effects.
  • Added a project-wide Full, Reduced, or No Motion policy with per-text overrides, plus authoring warnings when a flashing effect exceeds three flashes per second.
  • Added renderer-aware live preview modes with Front, Perspective, Side, and Orbit views, Draft or Full quality, Compare layout, and actionable renderer diagnostics.
  • Added extensible effect channels so companion renderers can contribute polished material and geometry animation without creating a separate effect system.
  • Added reusable spatial influence fields for Composed Effects, including linear, sphere, box, cylinder, torus, target-distance, and deterministic noise shapes.
  • Added a shared moving Spatial Effect Target that can drive target-distance fields and installed renderer interactions from one familiar Text Studio control.
  • Added eleven ready-to-use spatial motion effects, including Hero Depth Rise, Card Flip, Spiral Assemble, 3D Scatter and Return, Rolling Ribbon, Accordion, and Orbit.
  • Companion renderers can now contribute natural 2D or 3D placement choices through the same Placement workflow used by built-in text forms.
  • Renderer rows now report their exact shared effect-channel support, making compatibility clear before a look is authored or previewed.
  • Built-in and custom typewriter presets can now be converted into editable inline settings directly from the component or profile inspector.
  • Effect and Composed Effect previews can now copy one compact, forum-ready Effect Code that includes readable metadata and imports from the preview export menu, including bundled Text Studio asset dependencies.
  • Composed Effects can now smoothly blend from Reveal into Active over an optional per-recipe time window, preventing abrupt motion, shape, color, or opacity changes at the phase boundary.
  • Effect and Composed Effect live previews can now export the currently selected lifecycle at a crisp website-ready 960 × 540 as a smooth 60 fps MP4 or a transparent, infinitely looping 50 fps GIF.
  • Preview export now offers installed renderer outputs, including a lit perspective Text Studio 3D render, alongside the classic transparent flat-text render.
  • A guided Examples browser now presents a clear Learn → Production Examples → Complete Demo journey.
  • Four ready-to-run production examples now cover pooled combat feedback, live HUD messaging, accessible subtitles, and audio-synchronized karaoke.
  • The karaoke example includes an original backing track, editable line and word cues, seeking, replay, and reduced-motion behavior.
  • Karaoke now includes six polished, inspectable highlight recipes covering current-word, progressive, paint-on, beat-pop, neon-wave, and bouncing styles.
  • Karaoke can now either keep the completed-word color or restore the original lyric color so only the current word remains highlighted.
  • Externally driven effects can now blend with authored color, motion, reveal, scale, and placement instead of replacing them, including reusable Composed Effects and optional Timeline clips.
  • A renderer-neutral Color Sweep effect now supports progressive highlighting with adjustable target color, edge softness, and direction.
  • Composed Effects now include an Inspire Me generator that replaces the current recipe with a polished combination of varied text areas, curves, native properties, and built-in visual-effect layers while preserving the asset and supporting normal Undo.
  • Arc, Circle, and Grid placement now inherit the source text provider’s horizontal and vertical alignment.
  • New Text Studio components now classify their local backends, renderers, placement providers, actions, sources, and extensions from one shared component scan, reducing repeated startup work.
  • Animated TextMeshPro updates now reuse the freshly generated source mesh during layout when no material adaptation is active, avoiding redundant work without changing the rendered result.
  • Preview is now treated as a safe scene and prefab save state, so Health Check no longer asks authors to switch every text component back to Raw.
  • The first start now opens a polished three-step Welcome journey with live Text Studio output, a safe three-minute lesson, concise workflow guidance, goal-based next steps, and progressively disclosed renderers, migration, diagnostics, documentation, and support.
  • Text Studio now chooses an attached UniText or other compatible text backend automatically, falls back to TextMeshPro when needed, and no longer exposes manual backend selection or rescanning.
  • Raw mode continues to mirror direct text-component edits, while Live and runtime output now preserve tagged source by default when the active backend is edited directly.
  • Project settings, custom catalogs, markup syntax, and motion policy now load reliably before the first scene in players, including repeated Fast Enter Play Mode sessions without domain or scene reloads.
  • Dissolve now supports Glyph or Text mapping while preserving its existing glyph-mapped default and markup output.
  • Composed Effect scopes now apply consistently to property layers, referenced effects, custom effects, nested recipes, and externally driven recipes.
  • Externally driven material effects now activate automatically on otherwise plain TextMeshPro text, remain active through the restored frame, and release without changing the original material setup.
  • Frequently changing UI Toolkit text can now coalesce replacements until the next update, bypass unnecessary markup work for feature-free text, and avoid repaint requests when the visible result did not change.
  • Frequently changing TextMeshPro counters, labels, documents, and chat text can now coalesce replacements until the next frame, while immediate updates remain available when same-call visibility is required.
  • Composed Effect inspectors can now copy the complete usage markup beside the live tag example.
  • Reduced runtime work for whole-text effects that produce the same state for every glyph, including Pixel Grid, Dissolve, Fade, Pendulum, and Rotate, while keeping scoped and staggered effects independent.
  • Reduced runtime work for compatible multi-effect stacks and Rainbow color evaluation while preserving exact effect composition.
  • Stepped effects such as Chromatic Glitch now avoid refreshing unchanged glyph geometry between visible changes.
  • Improved plain text updates by handing feature-free output directly to TextMeshPro and avoiding unnecessary layout, animation, mesh-channel uploads, and source-buffer copies.
  • Inline appearance effect stacks now blend smoothly into active text by default and accept a blend duration for precise handoff control.
  • Pixel Grid now remains visibly pixelated by default, so a plain <pixelGrid> tag produces the expected active effect without additional parameters.
  • Reusable Curve assets now include the same constant Hold shape available in built-in and Composed Effect curves, with a matching quick start and Learn example.
  • Simplified preview navigation with a compact Raw/Live segmented switch, direct Reveal, Active, and Hide On/Off controls, wider scrubbing, and single-line settings tabs with overflow at narrow widths.
  • Removed the separate reveal audition mode so preview phases are controlled only by their direct On/Off buttons.
  • Reorganized the Text Studio Tools menu around four direct galleries, grouped setup checks and migration, and moved the long-text action into Recipes.
  • Projects without the 3D add-on now see a focused 2D Composed Effect workflow; 3D authoring choices and catalog entries appear automatically when the add-on is installed.
  • Text Gallery now stays focused on renderer-neutral Text Studio effects, reveal workflows, and placement, while each specialized product has its own focused gallery and action flow.
  • Gallery cards now use task-specific actions such as Create Example, Copy Markup, and Open Recipes, and the Welcome window links installed add-ons to their gallery while keeping product discovery available before installation.
  • Renderer extensions now retain custom material and geometry channel headroom when the production 2D effects and Text Studio 3D are installed together.
  • TextMeshPro now renders the new material effects from batched per-glyph data and restores the original font materials automatically when those effects are no longer active.
  • Built-in UI, cinematic, and dramatic typewriter recipes now use controlled elastic settling, focus and tracking, and seeded scatter while preserving readable accessible fallbacks.
  • Effect metadata now identifies rendering cost, affected channels, supported phases, deterministic behavior, reduced-motion handling, and flash potential for authoring tools and renderer integrations.
  • Composed Effects now use one searchable Add Layer browser for properties and effects, with unavailable specialist choices disclosed only on request.
  • Composed Effect inspectors now preview real TextMeshPro or extruded 3D output while keeping specialist timing, scope, blending, and renderer controls under compact disclosure.
  • Newly added code effects now use their polished display name and meaningful Reveal, Active, or Hide phase automatically while remaining fully editable.
  • Composed Effect layers can target front, back, side, edge, or inner-side surfaces when the selected renderer channel supports facet targeting.
  • GIF preview exports now preserve smooth color gradients and fading edges more cleanly while keeping moving text temporally stable.
  • Unified Text Studio inspectors, effect controls, health checks, recipes, and TextMeshPro setup around a polished responsive design with clearer grouping, disclosure, tooltips, validation, and live previews.
  • Added consistent tab behavior and light/dark styling while preserving Text Studio’s own teal visual identity.
  • Removed repeated card titles when the same native property heading already introduces the section.
  • Rebuilt reusable effect-curve previews with native UI Toolkit drawing for sharper, scalable inspector rendering.
  • Unified Visual Layer cards with direct Name editing, unnumbered metadata headers, hover-only enable, solo, reorder, and trash controls, plus quieter footer actions for duplication and extraction.
  • Composed Effect inspiration now favors clearly visible, continuously animated recipes, avoids stacking multiple dimming layers, and always includes useful motion in the Active preview.
  • Exported preview loops now fit the animation’s complete motion envelope to the canvas, making full use of the available space without clipping moving text.
  • Visual Layer headers now show readable Reveal and Hide phase metadata with explanatory tooltips.
  • Effect and Composed Effect previews now share independent Reveal, Active, and Hide switches plus matching 0.25x, 0.5x, 1x, 2x, and 4x playback speeds, so combined phase lifecycles can be reviewed directly.
  • Text component Live Preview now uses the same compact phase, scrub, Active-duration, speed, pause, and repeat controls while keeping authored typewriter timing unchanged.
  • Composed Effect previews can now extend the Active phase to 2x, 4x, or 8x for longer inspection without changing the authored effect or restarting one-shot playback.
  • Reveal Blend is now a compact 0–5 second Effect Settings slider aligned with the preview scrub control.
  • Inspire Me is once again a prominent, clearly explained action directly beneath the Composed Effect live preview.
  • Composed Effect previews now include a compact Repeat control that defaults off, while active motion can continue without restarting the selected lifecycle.
  • Visual Layer timing, sequence, scope, spatial influence, blending, and renderer settings now sit in direct conceptual foldouts instead of behind an extra Advanced layer.
  • The Add Layer browser now opens beside its button, uses a full-width search field, and presents quieter, higher-contrast result rows.
  • Renderer-backed previews now fill the complete preview frame without a mismatched surround.
  • Undoing an added spline or extension placement component no longer prevents the Text Studio text inspector from rendering.
  • Text Studio packages now compile on Unity 2022.3 when using the animated UI Toolkit label.
  • Project-defined effect tags no longer appear as unknown after Text Studio refreshes its effect registry.
  • Partial arc placement now stays centered on the authored text layout at every start angle, and Start Angle uses a full-turn inspector slider.
  • Switching or rediscovering text backends no longer risks replacing tagged source with rendered plain text, and explicitly imported backend edits now participate in editor Undo.
  • UniText typography controls now update linked 3D lettering, including bold, italic, case changes, small caps, tracking, underline, strikethrough, and solid glyph colors.
  • UniText style counts and preset toggles now reflect authored styles only when Text Studio is linked.
  • Parallel and repeated Fast Enter Play Mode UniText rebuilds no longer risk dropping captured glyph data or leaving world-space 3D text missing.
  • UniText font-size and layout edits now resize linked 3D lettering immediately, and temporary UniText backend transitions no longer attempt to add an incompatible TextMeshPro component.
  • UIEffect transitions now remain visible and follow animated TextMeshPro text in Live Preview.
  • The Size In gallery card now demonstrates a clearly visible grow-in range and active scale pulse.
  • Text Gallery placement previews now show their authored Arc, Wave, Circle, and Grid layouts on the first frame, and animated Wave paths update smoothly.
  • Karaoke and other externally timed effects now become visible immediately when applied to otherwise plain TextMeshPro text.
  • Switching renderer-backed text back to Raw now shows the authored markup literally in every renderer, including native TextMeshPro tags, while keeping the editable source unchanged, Text Studio effects disabled, and Scene-view navigation responsive.
  • Native TextMeshPro formatting before a Text Studio effect no longer shifts animated 3D letters or their decorations, and anonymous closes now end underline and strikethrough at the intended text.
  • Flat and 3D renderers now preserve the same TextMeshPro color and vertex gradient, keep decorated spaces visually continuous, and apply movement at the same size-relative strength.
  • Removing or disabling Text Studio now restores TextMeshPro’s original glyph shape and rendering immediately instead of leaving the last animated frame behind.
  • Gallery cards and previews now stay mounted while searching, resizing, or changing the current selection, preserving scroll position and avoiding repeated loading pauses.
  • Text Gallery and flat preview exports now show the real Focus, Dissolve, Outline & Glow, Surface Sweep, and Chromatic Glitch material output, label their TextMeshPro-only material path clearly, present stronger Focus and Surface Sweep examples on the same stage as native previews, and demonstrate Vertical Slide as distinct rise and drop transitions instead of active wave motion.
  • Full-opacity colors and fades now remain exactly opaque instead of losing one alpha step during vertex-color composition.
  • Text component previews now keep Active effects moving when Repeat is off, freeze the complete result when paused, reset predictably when restarted or repeated, and run the explicit Hide command only once.
  • Rotate tag help now exposes the continuous animation speed control; reveal motion now joins continuous rotation without snapping, and preview restarts rewind effect motion together with reveal progress.
  • Parameterized Rotate effects no longer shift 3D text by being mistaken for native text formatting.
  • Inspector previews now remain fully visible when scenes load with Repeat enabled, stop reveal motion immediately when Reveal is switched off, and let the final glyph finish entering before repeating.
  • Composed Effect previews and preview exports now keep animated layers smooth when Reveal is included instead of restarting their motion as the text enters Active.
  • MP4 preview export is now clearly unavailable in Linux Editors instead of offering an unsupported operation; transparent GIF export remains available.
  • Instant runtime text now follows the scrubber’s timed glyph and effect curve when played from the inspector preview instead of jumping directly to the end.
  • GIF preview exports now decode reliably across browsers and media tools instead of producing corrupted image data.
  • One-shot effects in live previews now play once per preview cycle and reliably reset when the preview repeats, including staggered effects and reusable playback assets.
  • Looping rotation now repeats a stable motion instead of becoming increasingly erratic over time.
  • Inspire Me now keeps the current preview phases, scrub position, play or pause state, playback speed, and Solo choice while generating new Visual Layers.
  • Composed Effect previews now show the Reveal-to-Active crossfade continuously, including fading the original text color into a solid Active color before the phase boundary.
  • Reveal-only and Reveal-to-Hide component previews now let the final letter finish its authored Reveal motion instead of snapping into place at the end of the scrubber.
  • Cataloged custom and Composed Effects now become available in already-open scenes as soon as project settings reload, without a transient missing-effect warning or reopening the scene.
  • Composed Effect Reveal, Active, and Solo controls now update the renderer-backed preview immediately instead of leaving a stale render snapshot visible.
  • Played-word highlights now restore the original lyric color reliably, including when completion behavior changes while another word is active.
  • Karaoke accents now ease away after each word instead of snapping off, with a longer settling tail for the bouncing preset.
  • Color Sweep now starts completely unpainted, without briefly highlighting the trailing letter at the beginning.
  • Karaoke word highlighting now remains visible while normal Text Studio animation continues.
  • Every shipped example scene now opens with its complete, inspectable hierarchy already present.
  • Production examples now use reusable view prefabs, persistent inspector wiring, editable cue/story assets, and saved UI Toolkit documents instead of constructing their presentation when Play Mode starts.
  • Preview playback and scrubbing now recover correctly after leaving Play Mode, including projects that use Fast Enter Play Mode.
  • The Audio Typewriter example now keeps all three larger, readable stations together in the Game view.
  • The Events and Audio tutorial now plays the packaged Classic Typewriter keys and bell, with clear feedback for its event and sound controls.
  • The Live Game HUD match countdown now displays 3, 2, 1, and GO! as distinct paced states instead of revealing them as one quick line.
  • The Long Text tutorial now provides real multi-page content, conventional Previous/Next ordering, and visible navigation feedback.
  • The Placement tutorial now keeps every layout centered inside its stage and uses a restrained wave motion.
  • The modern UI Toolkit tutorial now keeps its arc placement inside a responsive, polished video area.
  • The compatibility UI Toolkit tutorial now uses a balanced grid inside the same responsive video area, and all Canvas tutorial buttons have clearer contrast and interaction states.
  • The Production Dialogue tutorial now visibly demonstrates why and how to use Dialogue Source, with live source-state feedback, branches, lifecycle events, and source replay.
  • Whisperwood’s Credits buttons now open a dedicated, gently animated credits sequence instead of starting or resuming the vignette.
  • Inline tag help now presents one usable syntax example, clearly separates parameter names from their accepted values, prefers a matching tag over duplicate alias suggestions, and is also available for Composed Effect opening and closing tags.
  • Effect timing controls now identify seconds and speed multipliers explicitly, with fine-grained sliders for practical delay values.
  • Composed Effect previews now keep externally driven layers moving, and visual layer controls no longer show distracting renderer-support details.
  • Manually scrubbing a Composed Effect preview now pauses automatic playback until Play is pressed, and effect previews include a 0.25x speed for close inspection.
  • Corner deformation now appears in Composed Effect previews, including while a visual layer is soloed.
  • Soloing a Composed Effect layer now keeps its current editing section open.
  • Composed Effect layers can now be renamed while their underlying property remains visible, with quick enable, solo, and rename controls available from each layer header.
  • The Effect Composer now keeps its Existing Effect picker focused on effects ready for reuse, so sample-only and other uncataloged effect assets no longer crowd the list or enter the catalog implicitly.
  • Existing Effect layers now apply their own text area, group size, and character, word, and line staggering without changing the effect’s own speed.