Learn Through the Samples
The 17 numbered Learn scenes form a deliberate path. Open them in order for a guided first session, or use the Examples browser to jump directly to one concept. Every scene is persisted and inspectable in Edit Mode. Select the named text objects, controls, status labels, helper components, and referenced assets to see how the result is assembled.
First session: lessons 1 to 5
- Drop In Text: add Text Studio beside TextMeshPro, edit Source, and switch between Raw and Live Preview. Continue with 02_RevealAndTypewriter in Learn. Source scenes: Examples/01_Learn/Scenes.
- Reveal and Typewriter: compare glyph, word, and line reveal; inspect timing assets; then try instant ranges, reverse sequencing, replay, final waits, and hide.
- Effects and Markup: author tags, nesting, parameters, aliases, colors, and effect areas with the guided Content tools.
- Actions and Flow: combine waits, input pauses, speed changes, and AdvanceOrSkip() into one predictable conversation loop.
- Events and Audio: route markers and reuse glyph or event audio without coupling presentation to game logic.
Focused deep dives: lessons 6 to 11
- Custom Actions: compare a scene-local action with an action registered from code.
- Audio Profiles: compare Classic Typewriter, Human Dialogue, and Sci-Fi Terminal Audio Sets in one reusable setup.
- Long Text: navigate deterministic TextMeshPro pages without restarting reveal state.
- Placement: compare linear, arc, circle, wave, and balanced-grid baselines.
- UI Toolkit Modern: attach full Text Studio behavior to a normal UI Toolkit text element and inspect its UXML and USS.
- UI Toolkit Compatibility: use the compatibility control on older supported Unity versions.
Production and extension: lessons 12 to 17
- Production Dialogue: connect an external source, choices, markers, skip and advance behavior, and lifecycle events.
- Corner Deformation: inspect a composed four-corner glyph treatment and its renderer requirements.
- Curves and Playback: compare Linear, Bounce, Step, Hold, and Custom curves with Once, Loop, finite Ping-Pong, and Weighted playback assets.
- Custom Effects: register a parameterized effect, expose readable names and aliases, use semantic word grouping, and compose it with built-ins.
- Spatial Influence: drag one shared target across four saved examples covering focused scale and color, local motion, inverse visibility, and Target Distance multiplied by Noise.
- Live Player Input: type, paste, backspace, and replace selections in a saved TMP_InputField while each incoming glyph animates independently without replaying retained text.