The UI Assistant’s animation settings and components allow you to hide and show parts of your UI, and display texts character by character.
The UI Animator allows you to hide and show your UI elements. The component derives from the Visibility State Handler abstract class, and requires a Rect Transform, a Canvas Group, and an Animation Profile to function.
Note that Animation Profiles can be set up to just make your UI elements less prominent – you don’t have to hide your Game Objects completely.
Determines the Game Object's position, rotation, scale, and alpha in its hidden state.
If set to true, the Game Object will appear in its hidden state by default.
Check this box if the Game Object's Rect Transform and/or Canvas Group is manipulated by scripts other than this.
Unity Events to be invoked at the end of the Show animation.
Unity Events to be invoked at the end of the Hide animation.
Applies the hidden state without animation.
Animates into the visible state.
Animates into the hidden state.
Animates between the visible and hidden states, based on current state.
The Custom UI Animator has a purpose similar to the UI Animator's, however, it works with an Animator, allowing you to create more complex animations and state transitions.
The Animator Controller used by this component requires a simple, but specific setup. Please use the "Auto Generate Animation" button, or refer to the example in the Animations subfolder under Samples.
If set to true, the Game Object will appear in its hidden state by default.
Check this box if the Game Object's Rect Transform and/or Canvas Group is manipulated by scripts other than this.
Name of the Animator Controller's parameter used to switch between hidden and visible states.
Unity Events to be invoked at the end of the Show animation.
Unity Events to be invoked at the end of the Hide animation.
Applies the hidden state without animation.
Animates into the visible state.
Animates into the hidden state.
Animates between the visible and hidden states, based on current state.
The Selectable Scaler allows objects to dynamically adjust their local scale in response to changes in a Colored Selectable's state. These scaling animations can be used to complement color transitions for additional visual feedback.
The Colored Selectable whose state will be matched.
The local scale of the Transform in the Normal state.
The local scale of the Transform in the Highlighted state.
The local scale of the Transform in the Pressed state.
The local scale of the Transform in the Selected state.
The local scale of the Transform in the Disabled state.
The time it takes to transition from one state to the next.
Animation curve used to ease between states.
Prompts the Selectable Scaler to update its Transform's local scale.
The Text Revealer allows you to display your text with a typewriter effect – character by character. Speeds, pause times, and pause conditions (characters) can be set in the Animation Settings.
If set to true, the Text Mesh Pro UGUI will not display any text on Start.
Unity Events to be invoked when the Text Revealer animation starts.
Unity Events to be invoked when the Text Revealer animation ends.
Starts the reveal animation of the Text Mesh Pro UGUI's text, or a string of your choice.
Stops the text's reveal animation and immediately skips to the end.
Stops revealing and displays the Text Mesh Pro UGUI's entire text on the next frame.
The Animation Settings window can be opened via the “Tools/UI Assistant” menu, or, by clicking on the “Open Animation Settings” button at the bottom of related components.
A list of Animation Profiles added to the Animation Settings asset. This is handled by the Animation Settings editor; please do not add or remove any Animation Profiles yourself.
Returns an array of Animation Profile names listed in the Animation Settings.
Animation Profiles contain data used by UI Animators to determine their Rect Transforms’ and Canvas Groups’ values in the hidden state. You can create multiple Animation Profiles to achieve different effects with your UI Animators.
Click on the “Edit” button (gear icon) next to an Animation Profile to open its editor, or, click on the “New Animation Profile” button to create a new one – this will automatically open the editor.
The name of the asset.
The time it takes to transition between the hidden and visible states.
Animation curve used to ease between the states.
Values used to move the Game Object into its hidden state. Positive values move the Game Object away from its parent, while negative values move it toward it.
Value used to rotate the Game Object into its hidden state, based on its anchored position. A positive value will rotate the Game Object clockwise if it’s anchored to the right, or, counterclockwise if it’s anchored to the left.
Values used to multiply the X and Y values of the Game Object’s scale when transitioning into the hidden state.
The Canvas Group’s alpha value in the Game Object’s hidden state.
Unlike UI Animators that allow you to select one of multiple Animation Profiles, all Text Revealers will work with the same values set in the Animation Settings window.
The number of seconds the Text Revealer waits between revealing two adjacent characters.
If set to true, the Text Revealer will skip spaces during its animation.
Characters (without spaces) that cause the Text Revealer to pause.
The number of seconds the Text Revealer waits after detecting a pause character.
Characters (without spaces) that cause the Text Revealer to pause when the character repeats.
The number of seconds the Text Revealer waits after detecting an ellipsis character in a sequence. Overrides regular pause time in those cases.
Returns true if the text is currently animating.
Returns a value between 0 and 1 based on current and target animation times.