How to add Effects to your texts

In this page you will learn how to add effects to your text.

P.S. Be sure to have implemented Text Animator in your scene. Read more here.

Effects Categories

Effects are divided in three categories, based on their functionality/application. They consist of:

Behavior Effects

Behavior Effects animate letters continuously during time for the entire time a letter is visible.

An example of the Behavior Effect <wiggle>

Appearance Effects

Appearance Effects animate letters only when they’re appearing on screen. For this reason, they’re mosty used in combination with the typewriter, which shows letters one after another.

An example of the Appearance Effect {vertexp}

Disappearance Effects

Disappearance Effects make letters dynamically disappear, and under the hood they’re simply Appearance effects in reverse.

decreasing size text animator unity4
An example of the Disappearance Effect {#size}

A list of all built-in effects is available here: Built-in Effects list

How to Apply Effects

You can set different effects to your text in two main ways:

Set default effects to the entire text

You can set which effect(s) will be applied to all letters by default in the TextAnimator component, without having to write effects tags for every text.

  • Head over to the TextAnimator component and visit the “Default Tags” section

text animator default tags overview

  • Expand the effect’s category you want to edit
  • Add any effect tag you want to include, example:
text animator default tag example
Example: all letters will have the 'shake' effect applied

👍🏻 If you don’t want any effect applied by default, simply set the effects’ count to zero.

Set effects to specific parts of the text

You can also apply effects to specific parts of your text by using rich text tags, overriding the default ones (if any).

The effects tag will look like this:

  • Behaviors: <tag> to open, </tag> to close
  • Appearances: {tag} to open, {/tag} to close
  • Disappearances: {#tag} to open, {/#tag} to close
    (basically an appearance tag with a # before it, to simply remind you that disappearances are appearances in reverse).

Once you close an effect tag, the letters will be affected again by the default effect (if any is set).

Example: “I'm cold” can be written as “I'm <shake>cold</shake>” (in the text component) in order to apply a shaking behavior effect on the specific word “cold”.


Example 2 [Click to expand]

Let's say that we have one default effect ("size"), but we want to apply a specific part of the text with the "fade" effect.
We can achieve that result by writing: "default default `{fade}` fade fade fade `{/fade}` default default"

Example: all letters will have the 'size' effect applied

As you can see, the letters that are outside the "fade" tags will have the default effect(s) applied, while the part inside "{fade}" and "{/fade}" will only have "fade".


Modifiers let you change the characteristics of your effects individually, and can be used in all effects categories.

Example: You could have an effect that is stronger than the previous one, but still in the same dialogue line, like “I was <wiggle>strong</wiggle>… but now I’m<wiggle a=3> three times stronger</wiggle>!!!”

I was strong… but now I’m three times stronger!!!

Modifiersmultiply the relative value; this way you can easily know how much stronger/weaker a modified effect will result compared to the base one (for this reason, a modifier of “1” will return the same result of a base value).

All Modifiers are structured like this: <effectID modifierID=modifierValue> and you can also use multiple of them (eg. <wiggle a=2 f=4>).

You can read a list of all the available modifiers for each effect: Built-in Effects list

  • Example for Appearances effects: {fade d=3}.
  • Example for Disappearance effects: {#fade d=2}.

Some extra notes:

  • 👍🏻 You can use modifiers when declaring “default/fallback” effects as well
  • ⚠️ Do not write identical attributes in the same tag, since only the last one will take effect.
  • ⚠️ Be sure to remove spaces between the modifierID, the ‘=’ symbol and its value

Extra notes about Rich Text formatting

By using TextAnimator for Unity:

  • You can stack multiple effects together (e.g. “<shake><size>”).
  • You can close all currently opened effects with a single ‘/’ character, like:
    • </>” for Behavior Effects
    • {/}” for Appearance Effects
    • {/#}” for Disappearance Effects.
  • There is no need to close tags if you’re at the end of the text.


You can create Styles to quickly replace parts of the text with something else, for example to create a combo of effects, typewriter actions and events, which would otherwise require you a lot of typing for recurring ones.

Simply open the stylesheet scriptable object of your choice (you can create one in the Project Folder, via the Create menu -> Text Animator-> StyleSheet), either specific to your Text Animator component or global for all of them (adding it in the Settings, like the image below)

textanimator settings default stylesheet

Then you can add as many styles as you want, which will include a style tag, the opening text and the closing one.

textanimator settings stylesheet example

From the example above, whenever you write the style tag “<style1>” in the text, it will be replaced with “<wave><play=5><rainb><shake>” - and closing it with “</style1>” will be replaced with “</wave></rainb></shake><?ended>”.

More than default effects, you can also create your own.

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