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- Avoided redundant text-change preview compilation for immediate replacements when no reveal, append continuity, or active frame composer requires a glyph diff.
- Added Unity 6.7 lifecycle ownership for runtime registries, authoring caches, editor services, integrations, and examples while retaining deterministic reset behavior on older supported Unity versions.
- Expanded effect authoring with progress-driven Surface Sweep and Shimmer highlights across ranges, lines, words, and other effect areas; new sweep angle, width, brightness, cadence, and reverse controls; deterministic Shake and Decrypt seeds; Chromatic Glitch seed and slice activity; and minimum Outline & Glow strength.
- Added renderer-independent scripting APIs and complete reference documentation for simulation extensions, including registration, glyph geometry and state, physical signals, and Edit Mode preview support.
- Added a production Text Magnifier example with polished lens and paper artwork, drag and auto-scan controls, live Edit Mode preview, strong magnification, and subtle glyph curvature over live TextMeshPro text.
- Redesigned Combat Feedback with balanced HUD cards, dedicated feedback lanes, camera-space compositing that keeps world damage text visible, and clearer controls and pool status.
- Made optional integrations activate when imported without customer-managed scripting defines. Game Creator 2 Dialogue is now a separate add-on alongside the core Game Creator 2 integration.
- Rebuilt the Integrations window with clearable status and category filters, alphabetical cards, accurate import availability, clearer separation of companions, adapters, and samples, and expanded setup and troubleshooting guidance for each integration.
- Updated the optional UniText integration for UniText 3.3 with current animation guidance, improved Unicode and decoration handling, and more efficient reuse of 3D font outlines. UniText
3.3.0-pre.7 or newer is required.
- Improved Preview Content editing with theme-aware tag highlighting, reliable synchronization, accurate wrapping and alignment, and automatic scrolling for longer text.
- Improved inline tag authoring with active-token completion, schema-backed parameter values, clearer markup delimiters, and edits that preserve Undo, focus, and existing content.
- Improved gallery onboarding so object-producing recipes start in Live preview and lead users from Drop-In Text into the numbered Learn path.
- Fixed Combat Feedback target reactions after entering Play Mode and prevented released emitters from flashing when their disappearance completes.
- Fixed
+ Tag so range tags wrap and preview the complete selection.
- Fixed generated Gallery examples so animated, Wave, and Grid recipes start configured and visible, and fixed the Custom Effects lesson after a clean import.
- Fixed inline tag help so incomplete tags stop at the caret and the first parameter click remains active through focus changes.
- Animate TextMeshPro, UI Toolkit, and supported third-party text through one shared workflow.
- Create complete reveal, active, and hide sequences with reusable effects, typewriter presets, timings, playback, audio, and per-glyph motion.
- Combine effects through readable inline markup or reusable Composed Effects, with sequencing, spatial influence, color targeting, and renderer-aware 2D or 3D authoring.
- Build custom programmable Code Effects with typed defaults, aliases, ranges, and isolated runtime state, then author their lifecycle, playback, curves, timing, and combinations through the same Composed Effect workflow as built-ins.
- Edit every published Existing Effect parameter immediately without enable checkboxes, use sliders or draggable numeric labels, and keep compositions stable through explicit parameter snapshots and reset-to-current-default actions.
- Drive existing effects from Animator, Timeline, tween systems, gameplay, or editor scrubbing with one or more External Effect Drivers.
- Animate newly typed, pasted, inserted, or replaced player input without restarting text that was already present, using the included preset, connected input-field prefab, and guided lesson.
- Place text along lines, arcs, circles, waves, grids, spirals, rings, and Unity Splines while preserving multiline layout and offering flexible orientation controls.
- Build dialogue, subtitles, karaoke, long-form text, pages, scrolling, waits, input, markers, events, and external text-source experiences.
- Emit polished temporary and gameplay text with reusable presentation presets, pooling, number formatting, stacking, aggregation, target following, screen projection, and lifecycle events.
- Preview effects live from multiple views, compare renderers, scrub composed timing, and export presentation-ready MP4 or transparent GIF previews.
- Support accessible experiences with project-wide Full, Reduced, or No Motion policies and authoring guidance for flashing effects.
- Integrate with Timeline, PlayMaker, Game Creator, Yarn Spinner, Ink, Adventure Creator, PrimeTween, the Input System, and other optional production tools through guided setup.
- Explore a ready-to-open Timeline sequencing sample with reveal clips, blended effects, control markers, guided Edit Mode preview, and Game view transport controls.
- Start quickly with a Welcome journey, searchable gallery, recipes, guided lessons, production examples, project health checks, migration tools, and a complete demo.
- Extend the same foundation with optional Text Studio 3D, Mechanical Displays, Terminal FX, and custom renderer, effect, action, timing, placement, and text-source integrations.