Unity3D Components

These packages are available through the Unity3D Asset Store

For support/suggestions/questions please email david (at) koontzfamily (dot) org


The Typewriter package contains 2 main parts, the typewriter component itself and a speech bubble prefab. The typewriter component provides a configurable typewriter style effect that can be used on any GUIText or TextMesh. This is useful for character speech bubbles, story text, instructions, and a myriad of other uses. The speech bubble prefab uses the typewriter effect combined with other scripts to to trigger the speech bubble when the player gets nearby and hide it when the player moves away or when the text writing effect completes. These components can be used 100% without scripting but are also easy to modify if you need something more customized.

  1. Nitro
    April 15, 2011 at 7:09 pm

    Would this script be mobile compliment? IE, not laggy? This would be nice for something I’m working on.

  2. dkoontz
    April 16, 2011 at 6:32 am

    I have not tested it on mobile devices, but all that’s happening is that I’m manipulating your text component using a coroutine. I would be shocked if it did not run fine on mobile devices.

  3. Nitro
    April 16, 2011 at 12:22 pm

    Awesome! I think I’ll purchase it soon and take a look at it. It looks exactly like would like it to do, which is act like a console spitting out text.

  4. Nitro
    April 17, 2011 at 12:46 pm

    Hello again,

    I am having difficulty implementing your script from your example. Please pardon my basic understanding of Unity, but would you have a simple walk through example that I could follow? Thanks.

  5. dkoontz
    April 17, 2011 at 1:03 pm

    Could you give me some more details about what you’re trying to do?

  6. Nitro
    April 17, 2011 at 1:14 pm

    Well, essentially I am trying to set up a simple when activated/viewed it starts playing. The AR set up is nothing special, however I am finding it difficult to recreate one of your cube examples myself. If I knew the set up methods to do my own implementation, I could figure it out myself.

  7. Nitro
    April 18, 2011 at 1:26 pm

    I managed to figure it out myself. I was making it more than what it was and overly complicating matters.

    If I had one question to ask, it would be how to hide the above text bubble as given I’m doing this with Augmented Reality, It is clearly visible floating above the object. How could I perhaps raise it far higher than it can be viewed or lower it?


  8. Nitro
    April 18, 2011 at 1:40 pm

    Also, is there a way to have additional text, but have it scroll past an invisible line at the top which hides the old text?

  9. dkoontz
    April 19, 2011 at 2:35 am

    Nitro, I’m not sure I understand what you’re asking. In the example scene, using the SpeechBubble prefab, the text and background are hidden until you trigger them to show, like with the TalkWhenNear component that already attached to the SpeechBubble. Are you saying that when you start your scene, you see both the small text bubble icon and the large text background?

    As for moving the parts of the SpeechBubble prefab, you can just move them around in your scene like any other GameObject. Under the SpeechBubble prefab you’ll see the IconPivot and SpeechBubblePivot objects. If you move/rotate/whatever those you’ll be moving the icon or main speech bubble.

  10. dkoontz
    April 19, 2011 at 2:37 am

    On the topic of having multiple “pages” of text and having the old ones scroll off the top as you type. I have implemented a new feature that allows you to specify multiple sections of text. When one is done, after a delay that you can set (default to zero), the next section will type itself out. This replaces the first text section, so it’s not like the new text is pushing the first off the top of the screen, but it does allow a character to say more than one bubble’s worth of text. Hopefully that is a useful feature.

  11. nitro
    April 19, 2011 at 4:12 am

    Awesome! I actually tried moving the prefabs but then they didn’t appear again. I’ll give it another try.

    As for the multiple lines of text, which script would I implement or update?

    Thanks for the support! I really appreciate it!

  12. dkoontz
    April 19, 2011 at 7:49 am

    The multiple lines of text is part of version 1.2 which may not be on the asset store yet, it’s still pending approval. When it’s up, open the example scene and look at Talker7. You’ll see that there is an “Addition Text Sections” value that is filled out along with a “Delay Between Text Sections” value that is set. If you play around with those values it should be pretty obvious how it works.

  13. Nitro Biedermann
    April 19, 2011 at 7:54 am

    It must not me live yet as of last night when I checked the store. I will keep checking tho because this is a valuable feature. Thank you for the assistance! I have yet to try moving the bubbles higher (off campus, no license with me for Android). I will report back if it doesn’t work. Thanks again for the support! It is much appreciated!

  14. Nitro
    April 22, 2011 at 9:50 am

    I got the update recently and it is much improved. Good job! If I could make one suggestion (not sure if it is possible or not), could you make the box you type the text in bigger (taller) so that you can see multiple lines of text? I am not sure if Unity allows this, but it would be amazing if it was implemented. Thanks!

  15. nab
    June 23, 2011 at 6:44 am

    I see that the the script requires a “GUIText”, can you make it more generic ?

    my intent is to use it on other components (e.g. text components provided by EZGui or the one provided by 2D toolkit)

  16. August 6, 2011 at 8:44 am

    I have been enjoying typewriter. I came across this visual error. It is a small gray textbox that shows up(sometimes) How can I disable it and just see the obvious white one.

    • dkoontz
      August 6, 2011 at 6:31 pm

      That small grey box is the “chat available” indicator letting you know that when you approach someone they will have something to say. It is usually shown by default if you’re using the prefab that comes with the asset. Could you tell me a little more about how you have everything set up?

      • August 6, 2011 at 8:41 pm

        Got it solved. Thanks

  17. July 6, 2013 at 7:04 pm

    is this JS or c#

    • dkoontz
      July 6, 2013 at 11:54 pm

      The typewriter itself is all C#, the examples are done using JS.

  18. doodle
    October 19, 2016 at 5:36 pm

    Hello! Is this compatible with Unity 5? Was thinking of purchasing from the Asset Store.

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