Connect Other Tools
Optional integrations are imported only when both tools are installed. The base package remains complete without them.
- Timeline for authored sequences.
- Input System for wait-for-input actions.
- Adventure Creator, Game Creator 2, Ink, Naninovel, Pixel Crushers, and Yarn Spinner for dialogue flow.
- Unity Localization for localized content.
- UniText Open Source 1.x or UniText 3.x for advanced Unicode shaping, bidirectional layout, fallback fonts, color glyphs, and animation without a TextMeshPro component. UniText retains native appearance ownership; an assigned Text Studio Appearance is preserved but inactive on this backend, with a diagnostic. This prevents double styling.
- UIEffect for TextMeshPro transitions that remain visible and follow animated text in Live Preview.
- Unity Visual Scripting and Game Creator 2 for events and triggers.
- LED Studio as an optional renderer.
- PlayMaker 2 for typed FSM actions, callback waits, markers, and optional always-on event routing.
- PrimeTween for whole-element UI Toolkit motion around Text Studio animated labels.
Integration Installation Model
Status terminology. A companion is the Unity package or third-party asset that Text Studio connects to. Companion installed means that Package Manager metadata, a known assembly, or a known asset was detected. It does not mean that the optional Text Studio adapter has been imported.
Package location. Optional adapters are nested unitypackages inside the Integrations folder of the product that owns them. Base integrations ship with Text Studio. Text Studio 3D integrations ship with Text Studio 3D. Importing one adds a separate integration folder under the project's Assets folder. Unity companions remain under Packages, while Asset Store companions remain wherever their publisher imports them under Assets.
Card states. Import available is shown only when the matching nested package file exists. Package not found means the companion was detected but the owning Text Studio installation does not contain the expected archive, usually because the product is incomplete or older than the catalog. Reinstall or update the named Text Studio product before retrying.
Card actions. Import Integration or Import Sample performs the package import. Configure Selected wires a supported selected object. Open Sample opens an already imported sample scene. Integration Guide is the single help action and combines capabilities, coverage, setup, acquisition links, validation, and troubleshooting.
Ownership rule. The companion keeps its domain state, such as story flow, localization tables, input bindings, timeline time, spline assets, or display scheduling. Text Studio owns the current line's markup, reveal, effects, placement, presentation, and renderer output unless a section below states a narrower contract. Keep one visible text writer and one progression owner.
Integration | Requires | Companion owns | Text Studio owns |
|---|---|---|---|
Unity Input System | Input System 1.4.0+ | Input actions and device bindings | Keyed wait and skip lifecycle |
Unity Timeline | Timeline 1.7.0+ | Clip sequencing and playable time | External effect evaluation |
Unity Splines | Splines 2.0.0+ | Spline assets and knots | Text selection, effects, and placement dispatch |
Unity Localization | Localization 1.0.0+ | Tables, entries, and locale | Localized markup presentation |
Unity Visual Scripting | Visual Scripting 1.0.0+ | Graph flow | Text commands, state, and events |
Adventure Creator | Verified 1.86.5, tested 1.86.7 | Speech, menus, and narrative flow | Subtitle reveal and effects |
Game Creator 2 | Tested 2.19.61; Dialogue 2.6.20 | Instruction and trigger flow | Text commands and callbacks |
PlayMaker 2 | 2.0.0-beta.77 to <3.0.0 | FSM state, input, variables, and event routing | Markup, reveal, effects, waits, and callbacks |
Ink | Ink Unity Integration 1.1.8 | Story state and choices | Line reveal and markup |
Naninovel | Naninovel 1.21.0+ | Script and printer flow | Revealable text presentation |
Pixel Crushers | Verified 2.2.73.2, tested 2.2.74 | Conversation and panel lifecycle | Subtitle reveal and effects |
Yarn Spinner | 3.2.4 to <4.0.0 | Dialogue execution and options | Standard presenter, reveal, and markup |
LED Studio | LED Studio 1.6.0+ | Board scheduling and scrolling | Animated text capture |
PrimeTween | PrimeTween 1.4.11+ | Whole-element motion and opacity | Glyph markup, reveal, motion, and color |
UIEffect | UIEffect 5.0.0+ | UI proxy effects and transitions | Animated TMP mesh source |
UniText Open Source and Folio | 1.x, or 3.3.0-pre.7 to <4.0.0 | Shaping, order, and fallback fonts | Semantic animation and presentation |
Input System
What it enables. The Unity Input System adapter lets a wait-for-input tag resume from named InputActionReference mappings instead of hard-coded keys. Typical mappings include submit, advance, or skip, and each mapping can use the project's existing keyboard, gamepad, touch, or custom device bindings.
Covered Input System features. The adapter listens to assigned Input Actions, supports a Text Studio mapping key, optional automatic action enablement, timeout, fallback behavior, and cooperative skip. It records whether an action was enabled before Text Studio used it and restores that state when Text Studio no longer owns the lifetime.
Coverage boundary. Text Studio does not create action assets, action maps, control schemes, rebinding UI, PlayerInput components, multiplayer users, or device-specific bindings. Those remain ordinary Unity Input System responsibilities. The base TextStudio.InputSystem assembly is guarded by the package version and activates automatically when Input System 1.4.0 or newer is installed, so this base adapter has no separate unitypackage import.
Install and configure. Install com.unity.inputsystem with Package Manager. Assign InputActionReference values to the Text Studio wait or advance action, give each mapping the same key used by the input attribute in the wait tag, and enable Manage Action Lifetime only when PlayerInput or another system does not already enable those actions.
Validate and troubleshoot. Confirm the card names Unity Input System as the companion and the Text Studio Input System adapter as active. Test an enabled action, a disabled action managed by Text Studio, timeout, fallback, skip, disable and re-enable, and repeated waits. A missing mapping should produce the configured fallback or a setup warning, not a silent deadlock.
Install the companion. Unity Input System Package Manager documentation.
Timeline
What it enables. The Unity Timeline adapter provides authored Text Studio reveal tracks, effect tracks, and one-shot control markers for cinematics, tutorials, title sequences, and other time-authored presentation.
Covered Timeline features. Reveal and effect clips use Playable time, clip weights, overlap blending, scrubbing, pausing, seeking, and reverse playback. Select a Composed Effect and choose Assets > Create > Text Studio > Animation > Timeline From Composed Effect, then bind the new effect track. Open Composition edits the shared asset; Create Variant makes an independent copy while retaining the clip settings. Timeline continues to own scheduling and whole-composition blending. Control markers set text, reveal, wait, fire events, disappear, or issue effect commands; ordinary markup effects continue underneath.
Coverage boundary. Timeline remains responsible for PlayableDirector bindings, Timeline Assets, clip sequencing, signals outside the Text Studio receiver, audio and animation tracks, and global cinematic progression. Text Studio evaluates only its own tracks, clips, markers, target state, and renderer output. Use the component API when gameplay rather than authored time should decide the sequence.
Install and configure. Install com.unity.timeline 1.7.0 or newer. The guarded TextStudio.Timeline adapter in the base product activates automatically. The nested TextStudio_UnityTimeline_Integration.unitypackage contains the optional persisted showcase and support assets, so a ready adapter can still offer Import Sample.
Validate and troubleshoot. Bind the intended TextStudioText component to each Text Studio track, inspect marker receiver bindings, and test Edit Mode scrubbing plus Play Mode forward, pause, seek, overlap, reverse, and director disable. If tracks exist but no sample button is available, update or reinstall Text Studio so its nested sample package is present.
Install the companion. Unity Timeline Package Manager documentation.
Unity Splines
What it enables. SplinePlacementProvider arranges Text Studio glyph origins along an editable Unity Spline, which is useful for curved labels, signs, paths, ribbons, and scene-authored typography.
Covered Splines features. The provider reads the assigned SplineContainer and samples its path for placement and orientation while Text Studio continues to handle semantic selection, reveal, per-glyph effects, timing, serialization, and renderer dispatch. The optional showcase includes three persisted containers and provider setups.
Coverage boundary. The integration does not edit knots, generate spline assets, move arbitrary GameObjects along paths, build roads, or replace Unity's spline authoring tools. It places glyph origins along a baseline. Text Studio 3D's spline extrusion integration is separate and bends each glyph through depth.
Install and configure. Install com.unity.splines 2.0.0 or newer. The guarded runtime provider is part of Text Studio and activates automatically. Import TextStudio_UnitySplines_Integration.unitypackage only when the optional showcase is wanted, then assign a SplineContainer through the placement provider.
Validate and troubleshoot. Edit knots and tangents in the scene, confirm glyph order and orientation update, then test reveal, selection effects, closed paths, empty splines, and a disabled container. If glyphs move but effects do not, verify that placement remains a Text Studio provider rather than a separate transform animation.
Install the companion. Unity Splines Package Manager documentation.
Unity Localization
What it enables. TextStudioLocalizeString resolves a Unity LocalizedString into Text Studio content and can restart reveal when the selected locale changes. TextStudioLocaleSwitcher provides sample locale switching.
Covered Localization features. The adapter covers string-table entry resolution, locale-change refresh, Text Studio markup inside localized values, and sample locale selection. It preserves Text Studio's normal markup, reveal, effects, and rendering after the localized string is resolved.
Coverage boundary. Unity Localization still owns locales, string and asset tables, Smart Strings, variables, pseudo-localization, fallback behavior, and CSV, XLIFF, or Google Sheets workflows. The Text Studio adapter does not localize assets or repair invalid tags. Every locale must contain valid markup and fonts that cover its scripts.
Install and configure. Install com.unity.localization 1.0.0 or newer, then import TextStudio_UnityLocalization_Integration.unitypackage. Assign a LocalizedString to TextStudioLocalizeString, choose whether a locale change restarts reveal, and keep the generated sample tables separate from production tables. The native Label binding recipes in the Localized Captions sample need Unity 6 and Localization 1.5 or newer.
Validate and troubleshoot. Switch repeatedly between configured locales, then test missing tables, missing entries, Smart String output, fallback fonts, Arabic or Hebrew layout, enable and disable, and scene reload. If plain text resolves but markup breaks, compare tag structure across every translated entry.
Install the companion. Unity Localization Package Manager documentation.
Unity Visual Scripting
What it enables. The integration adds curated Unity Visual Scripting units and events so a Script Graph can control and observe Text Studio without custom C# nodes.
Covered Visual Scripting features. Units cover show, set, append, clear, reveal, hide, waits, speed, reveal progress, looping, state queries, and marker commands. TextStudioVisualScriptingEvents forwards shown, disappeared, marker, wait-started, and wait-finished callbacks. Per-glyph callbacks are available as an explicit high-frequency option.
Coverage boundary. The integration does not mirror every Text Studio API, create graphs, manage graph variables, decide application flow, or make non-coroutine event roots capable of waiting. Visual Scripting owns graph execution and variables. Text Studio owns the selected text component and its lifecycle.
Install and configure. Install or enable com.unity.visualscripting 1.0.0 or newer, initialize Visual Scripting in Project Settings, then import TextStudio_UnityVisualScripting_Integration.unitypackage. Regenerate the node library if Unity does not discover the units, and use a coroutine-capable event root for wait units.
Validate and troubleshoot. Open the shipped graph demo and test command flow, state outputs, marker events, wait completion, graph disable, and repeated runs. Leave glyph events disabled unless the graph truly consumes them, because they create one callback per revealed glyph.
Install the companion. Unity Visual Scripting Package Manager documentation.
Adventure Creator
What it enables. TextStudioAdventureCreatorSpeechBridge routes an Adventure Creator speech line into TextStudioDialogueSource and provides reveal-first AdvanceOrSkip behavior for a Unity UI continue button.
Covered Adventure Creator features. The bridge follows speech start, stop, skip, subtitle menu activation, speaker or narration context, translated full text, ActionSpeech waiting, and final line release. New projects can let Text Studio own reveal. Existing projects can mirror Adventure Creator's current character index through AdventureCreatorScrollSync.
Coverage boundary. Adventure Creator keeps speech state, menus, action lists, actors, audio, translations, subtitle visibility, and final narrative progression. Text Studio owns the complete visible subtitle string, markup, reveal, effects, markers, glyph audio, and TMP output. Do not let an Adventure Creator MenuLabel and Text Studio write the same visible TMP field.
Install and configure. Install Adventure Creator, then import TextStudio_AdventureCreator_Integration.unitypackage. Select the subtitle TextMeshPro object and use Configure Selected: it adds the speech bridge to a persistent route object outside the subtitle Canvas, sets Speech Routing to Latest Speech, and routes output through TextStudioDialogueSource. Leave Adventure Creator's Dialogue Line label unlinked from the visible Text Studio field.
Validate and troubleshoot. Run the setup validator, which warns when a speech bridge sits inside the subtitle Canvas, and test actor speech, narration, translated lines, audio, repeated lines, first-click reveal completion, second-click advance, Adventure Creator skip, menu teardown, and a waiting ActionList. The integration was source-verified against Adventure Creator 1.86.5 and its sample was tested with 1.86.7; revalidate vendor API changes in later releases.
Get the companion. Adventure Creator on the Unity Asset Store.
Game Creator 2
What it enables. The core package adds native Game Creator 2 instructions, conditions, target wrappers, completion and marker relays, and a trigger invoker. A second package integrates the optional Dialogue 2 module's Speech UI with Text Studio reveal.
Covered Game Creator features. Core instructions cover show, show instantly, set, append, clear, reveal control, waits, events, speed, progress, disappear control, effect restart, advance-or-skip, and wait-for-complete. Conditions expose complete, revealing, paused, waiting, disappearing, and has-text state. The event relay executes a local Game Creator Trigger from Text Studio completion or markers.
Dialogue 2 coverage. TextStudioGameCreator2DialogueUnit listens to public speech events, routes the localized line through TextStudioDialogueSource, and maps Game Creator's public typewriter state into Text Studio reveal progress.
Coverage boundary. Game Creator keeps actors, portraits, choices, Speech UI context, story timing, instructions, variables, and dialogue progression. Text Studio remains the only visible subtitle writer.
Install and configure. Install Game Creator 2, then import TextStudio_GameCreator2_Integration.unitypackage. Projects that also use Dialogue 2 must install that module and import TextStudio_GameCreator2_Dialogue_Integration.unitypackage after the core integration. Configure Selected can wire supported command targets or a Speech UI skin.
Validate and troubleshoot. Test each command category, condition outputs, marker and completion triggers, invalid targets, scene disable, and repeated execution. For Dialogue 2, test actor changes, portraits, choices, localized lines, skip, and story continuation. Keep Dialogue support out of Core-only projects by importing only the package they need.
Get the core companion. Game Creator 2 on the Unity Asset Store.
Get the optional dialogue module. Dialogue 2 for Game Creator 2 on the Unity Asset Store.
PlayMaker 2
What it enables. The PlayMaker 2 integration adds a typed TextStudioText variable plus native FSM actions, waits, state listeners, conditions, output values, and an optional always-on event relay.
Covered PlayMaker features. Actions control content, reveal, hide, waits, effects, speed, state, dialogue selection, and marker callbacks. Wait actions are blocking, handle immediate completion and timeout, and unsubscribe when their FSM state stops. State listeners remain active only while their state is active. The relay can continuously route show, disappear, marker, wait, and optional glyph events to one FsmComponent.
Coverage boundary. PlayMaker owns FSM flow, active states, variables, input, branching, and event routing. Text Studio owns markup, reveal, effects, waits, markers, and rendering. The integration intentionally supports PlayMaker 2 only, from 2.0.0-beta.77 inclusive to versions below 3.0.0; PlayMaker 1 is not compatible.
Install and configure. Install PlayMaker 2, then import TextStudio_PlayMaker2_Integration.unitypackage. Add actions from Text Studio/PlayMaker 2 and use the typed target wrapper. Use TextStudioPlayMaker2EventRelay only when callbacks must remain active beyond one FSM state. Configure Selected adds TextStudioText and the relay to the selected object and routes the relay to the FSM on that object, so run it on the object that owns the FSM, or remove the relay when state-scoped actions are enough.
Validate and troubleshoot. Open the PlayMaker Dialogue sample scene and inspect its Whisperwood Dialogue Director graph. Test action targets, waits, timeout, state entry and exit, marker routing, relay disable, invalid setup, and repeated execution. Buttons should send PlayMaker events rather than call TextStudioText directly.
Get the companion. PlayMaker 2 on the Unity Asset Store.
Ink
What it enables. TextStudioInkStoryBridge runs a compiled Ink story, presents each line through TextStudioDialogueSource, exposes choices, and lets Text Studio handle continue-or-skip presentation.
Covered Ink features. The bridge starts and continues the story, routes line text and first-line tags, exposes choice text and indexes, selects a choice, and saves or restores Ink story state as JSON. The sample demonstrates the source story, bridge and choice state, and visible Text Studio output.
Coverage boundary. Ink owns story variables, knots, stitches, divert logic, continuation, choices, tags as narrative metadata, and serialized story position. Text Studio owns the currently visible line, markup, reveal, effects, and presentation. It does not replace the Ink compiler or editor.
Install and configure. Install Ink Unity Integration, then import TextStudio_Ink_Integration.unitypackage. Add TextStudioInkStoryBridge next to TextStudioDialogueSource, assign compiled Ink JSON, call StartStory, and bind choice buttons to ChooseChoiceAt(index). AdvanceOrSkip completes reveal but does not advance while a choice is pending.
Validate and troubleshoot. Test the first line, tags, both choice branches, save and restore, skip, repeated start, and scene disable. Avoid raw Text Studio hexadecimal color tags in .ink source because Ink treats the hash character as tag syntax; use named colors or a verified escaping workflow.
Install the companion. official Ink Unity Integration repository.
Naninovel
What it enables. TextStudioNaninovelRevealableText implements Naninovel's public revealable-text contract so a Naninovel printer can use Text Studio for its visible text without replacing Naninovel's script player or printer manager.
Covered Naninovel features. The adapter maps forward RevealProgress and RevealNextChars calls into Text Studio reveal, preserves already revealed content when an NVL-style printer appends text, compiles Naninovel expressions and select tags, preserves unknown Text Studio or TMP tags, maps reveal waits to Naninovel-owned continuation, and executes Naninovel reveal event commands at their compiled positions.
Coverage boundary. Naninovel owns script execution, authors, avatars, printer appearance, input indicators, save state, command execution, and continue flow. Text Studio owns assigned markup, visible reveal, effects, markers, glyph events, and TMP rendering. Backward or reset progress is scrub-style and does not replay markers.
Install and configure. Install Naninovel 1.21.0 or newer, then import TextStudio_Naninovel_Integration.unitypackage. In your project's copy of the Dialogue printer prefab, first remove the TextRevealEffect components on DialogueText, such as RevealClipper, RevealFader, and RevealBroadcaster, then remove RevealableText and add a plain TextMeshProUGUI component with the same typography. Select DialogueText and use Configure Selected to add TextStudioText and TextStudioNaninovelRevealableText, then drag the adapter component header into the printer panel's Revealable Text field. The adapter compiles Naninovel markup itself, so the native printer path needs no markup preprocessor or dialogue source. No Text Studio type should leak into projects where the optional integration is absent.
Validate and troubleshoot. Test reveal, skip, Naninovel wait tags, reveal commands, select expressions, appended NVL text, repeated assignment, backward progress, printer disable, and save or load. If a tag appears literally, first confirm whether Naninovel or Text Studio is expected to compile it. Before playing the isolated sample, turn off Naninovel's Initialize On Application Load setting, or adapt the saved printer to your existing startup instead.
Get the companion. Naninovel on the Unity Asset Store.
Pixel Crushers Dialogue System
What it enables. TextStudioPixelCrushersSubtitlePanel replaces the standard subtitle panel's visible typewriter path and routes formatted subtitle text through TextStudioDialogueSource.
Covered Dialogue System features. The adapter follows the standard subtitle panel lifecycle, incoming Subtitle and FormattedText data, accumulation, continue and skip behavior, and the vendor subtitle text mirror used for scroll checks. It stops the vendor typewriter so the same subtitle is not animated twice. The package also provides TextStudioPixelCrushersResponseButton for animated response labels, the TextStudioWaitForReveal() and TextStudioDisappear() sequencer commands, and TextStudioPixelCrushersScrollFollow for transcript scrolling.
Coverage boundary. Pixel Crushers remains responsible for conversation state, sequencing, panel lifecycle, portraits, response menus, accumulation policy, scrolling, and final conversation advance. Text Studio owns subtitle markup, reveal, effects, sounds, skip-first completion, and renderer output. Do not modify vendor source or let both typewriters target the same field.
Install and configure. Install Dialogue System for Unity, then import TextStudio_PixelCrushers_Integration.unitypackage. Replace StandardUISubtitlePanel with TextStudioPixelCrushersSubtitlePanel and assign or colocate TextStudioDialogueSource. Configure Selected becomes available after this swap: it reuses a TextStudioText on the panel, its children, or its parents, adds the dialogue source, and connects both, so add TextStudioText to the subtitle TextMeshPro object first. The package is the activation boundary because the verified Asset Store source import has no usable package metadata or asmdef boundary.
Validate and troubleshoot. Test incoming subtitles, accumulated text, portraits, response menus, continue, skip, repeated conversations, panel hide, and scroll behavior. The integration was source-verified against Dialogue System 2.2.73.2 and its sample was tested with 2.2.74; recheck overridden APIs when adopting a later vendor release.
Get the companion. Dialogue System for Unity on the Unity Asset Store.
Yarn Spinner
What it enables. TextStudioYarnTypewriter and TextStudioYarnMarkupProcessor plug Text Studio reveal and supported markup into Yarn Spinner's standard LinePresenter as its custom typewriter and markup processor. The presenter and its line presentation lifecycle remain Yarn Spinner's.
Covered Yarn Spinner features. Through the standard LinePresenter, the custom typewriter handles line start, hurry-up, next-content dismissal, interruption, completion, repeated lines, replacement markup, action markup callbacks, and character callbacks mapped from Text Studio reveal units. Cancellation is scheduled safely so it does not re-enter the typewriter from an active handler.
Coverage boundary. Yarn Spinner owns Yarn scripts and projects, dialogue execution, commands, options, localization, character names, fades, presenter orchestration, and story advancement. Text Studio owns the current visible line, reveal, effect tags, timing, actions, markers, and TMP output. The integration does not replace the DialogueRunner or options presenter.
Install and configure. Install Yarn Spinner for Unity 3.2.4 or a later 3.x release, then import TextStudio_YarnSpinner_Integration.unitypackage. Select Yarn's standard LinePresenter and use Configure Selected. It adds TextStudioText to the presenter's line text, the Text Studio dialogue source and custom typewriter to the presenter, and the markup processor to the DialogueRunner, then switches the presenter to the custom typewriter without replacing it. Write effects in Yarn lines as [wave]…[/wave] or [textstudio tag=wave]…[/textstudio].
Validate and troubleshoot. Test start, hurry-up, next content, interruption, cancellation, options, commands, localized lines, action and replacement markup, repeated lines, and presenter disable. If dialogue advances before reveal handlers finish, verify that the Text Studio typewriter is the assigned line typewriter and that no second presenter is racing it.
Get the companion. Yarn Spinner for Unity on the Unity Asset Store.
Installation alternatives. official Yarn Spinner installation guide.
LED Studio
What it enables. LedTextStudioRenderBackend lets an LED Studio text source use final animated Text Studio glyph output as the visual content of an LED board, ribbon, or perimeter display.
Covered LED Studio features. The backend acts as a Text Studio renderer, an external Text Studio source, and an LED Studio render backend. It captures a hidden same-type TMP surface into a RenderTexture, preserves Text Studio per-glyph placement, color, alpha, and UV results, and supplies final measured bounds to LED Studio.
Coverage boundary. LED Studio owns source identity, text scheduling, markup toggle, board updates, scrolling, seamless wrap, blinking, and final coarse-pixel rendering. Text Studio owns markup processing, reveal, effects, placement, presentation, formatting, and glyph mesh application. The adapter does not copy Text Studio animation math or make Text Studio fight LED Studio for source scheduling. Text Studio Appearance styles are not drawn on LED boards; the text color comes from the LED source's Text Color.
Install and configure. Install Text Studio and LED Studio 1.6.0 or newer, then import TextStudio_LEDStudio_Integration.unitypackage. Select Text Studio in an LED text source's Render Mode, or open the Animated LED Boards sample. LED Studio creates and owns a child named Text Studio Renderer; select it, or press Text Studio Settings on the source, to edit fonts, effects, and placement. The LED source keeps the displayed text and its color, so the base Text Studio inspector hides its ordinary Source field and the child's TextMeshPro text field is read-only; fonts and styling stay editable.
Do not add Text Studio or TextMeshPro to the board object itself, because TextMeshPro would replace the board's mesh. LED Studio moves a Text Studio backend found on a board object, including boards saved with LED Studio 1.5, to its child renderer automatically. If the integration is missing, Open Integrations in LED Studio's renderer controls opens the Text Studio Integrations window on the LED Studio card.
Validate and troubleshoot. Test Raw and Preview content, reveal, effects, placement, scrolling, seamless wrap, multiple boards, board disable, and render texture resizing. Each hidden capture rig must keep its isolated world-space slot so one board cannot capture a neighbor's canvas.
Get the companion. LED Studio on the Unity Asset Store.
PrimeTween
What it enables. The PrimeTween package is a sample recipe showing how Text Studio-enhanced UI Toolkit Labels compose with whole-element tweens on their parent notification cards. There is no runtime bridge because the two products already operate on different layers.
Covered PrimeTween features. The showcase uses position, rotation, scale, opacity, delays, and sequences on the parent VisualElement while Text Studio handles label markup, reveal, per-glyph motion, and color. Unity 2023.2 through 6000.1 uses Text Studio Basic UI Toolkit mode. Unity 6000.2 or newer can also apply Full Parity per-glyph vertex effects.
Coverage boundary. The sample does not wrap the complete PrimeTween API, generate tweens from Text Studio tags, synchronize two animation clocks, or require PrimeTween PRO. PrimeTween owns parent element interpolation and sequencing. Text Studio owns glyph-level text presentation.
Install and configure. Install com.kyrylokuzyk.primetween 1.4.11 or newer, then import TextStudio_PrimeTween_Integration.unitypackage. Open the persisted sample, attach Text Studio to an ordinary Label, and tween its parent card rather than writing competing glyph transforms.
Validate and troubleshoot. Test autoplay and every control at narrow, typical, and wide Game View sizes. Confirm the package contains no PrimeTween source. If the card moves but glyph effects are absent, check the Unity version and Text Studio UI Toolkit parity mode rather than the tween.
Install the required companion. official PrimeTween repository and Package Manager instructions.
Optional Asset Store product. PrimeTween PRO on the Unity Asset Store is not required by this integration.
UIEffect
What it enables. The integration keeps UIEffect's proxy mesh synchronized with the animated TextMeshProUGUI vertices uploaded by Text Studio. It registers automatically when the package is imported; there is no synchronization component to add.
Covered UIEffect features. After each Text Studio TMP frame upload, the adapter marks UIEffect's proxy mesh dirty without marking TMP itself dirty. The next Canvas rebuild consumes current animated source vertices, transition coordinates, and any expanded UIEffect geometry. Raw and Live Preview modes remain supported.
Coverage boundary. UIEffect owns filters, transitions, proxy geometry, materials, and final Canvas processing. Text Studio owns source markup, reveal, per-glyph animation, and the TMP mesh upload. The adapter does not configure every UIEffect filter, support non-UGUI renderers, or create an effect stack.
Install and configure. Install com.coffee.ui-effect 5.0.0 or newer, then import TextStudio_UIEffect_Integration.unitypackage. Put TextStudioText and UIEffect on the same TextMeshProUGUI object. Configure Selected adds UIEffect to a selected Text Studio TextMeshProUGUI object that has none yet, and setup is idempotent.
Validate and troubleshoot. Exercise Raw and Live Preview with an active transition, reveal, per-glyph motion, disable and re-enable, and repeated Canvas rebuilds. If the effect shows stale vertices, confirm that TextStudioText and UIEffect are on the same TextMeshProUGUI object and remove any script that marks TMP dirty every frame.
Install the companion. official UIEffect repository and Package Manager instructions.
UniText Open Source and Folio
What it enables. TextStudioUniTextBackend lets UniText shape and generate rendered glyph geometry while Text Studio applies semantic markup, reveal, effects, placement, presentation, and renderer output to that shaped result.
Covered UniText features. The adapter publishes rendered glyph IDs, source clusters, advances, face-specific font data, visual order, source colors, decorations, and metrics. It supports Arabic, Hebrew, mixed bidirectional text, ligatures, fallback faces, complex clusters, typography styles, and content where one source character is not one visible glyph.
UniText owns shaping, fallback, bidirectional order, generated glyph geometry, and its native modifier clocks. Text Studio owns semantic selection and its animation lifecycle. Plain UniText and UniTextWorld components retain native styling; assigned Text Studio Appearance remains stored with a diagnostic. On Folio 3.11 or newer, the explicit Use Text Studio Appearance component command switches to the integration's owned-output component. Supported Appearance then draws from UniText's published glyphs; unsupported material, media, decoration, or field combinations return to native output with a stated reason. Native Phase, Rolling, and Scramble clocks remain separate from Text Studio playback.
Install media.lightside.unitext Open Source 1.x from 1.0.0 inclusive to below 2.0.0, or Folio 3.x from 3.3.0-pre.7 inclusive to below 4.0.0. Import TextStudio_UniText_Integration.unitypackage once; the matching adapter activates automatically. Configure the selected object explicitly through the Integrations window. Import TextStudio_UniText_OpenSource_Sample.unitypackage or TextStudio_UniText_Folio_Sample.unitypackage for that edition's persisted examples. Unsupported versions report that no compatible adapter is active.
The Target field of TextStudioUniTextBackend can point to a UniText component on a child object. Scripts can change it at runtime with SetTarget, prefab instances keep their assigned target, and an empty Target uses the UniText component on the same GameObject.
Test Latin, Arabic, Hebrew, mixed scripts, ligatures, fallback faces, source colors, decorations, repeated changes, and concurrent generation in the edition you ship. Folio's Document Reader and Interactive Journal demonstrate the 3.10+ document, search, selection, append, and input workflow. The Open Source edition and Folio are separate qualification targets; success with one does not prove the other. Keep native animation clocks and Text Studio preview transport synchronized explicitly when the application uses both.
Get the companion from the UniText Open Source repository or the UniText Folio Asset Store page. Choose the matching sample card in the Integrations window and confirm the installed version falls within the documented edition range.
Integration Capability Checklist
- Confirm both products and the integration package are installed in the documented order.
- Confirm the guarded integration assembly is present and the base package still compiles when it is absent.
- Assign exactly one source owner and one visible renderer owner.
- Exercise show, reveal, skip, wait, completion, interruption, disable or enable, and repeated-use paths.
- Open the shipped sample or setup scene and compare its serialized wiring with the production scene.
- Record the installed companion version and include it with support requests.