Text Engine - Make and manage those on-screen HUD text systems! (v1.1 released!)

I’m excited to finally announce that Text Engine has been approved and is available in the Unity Asset Store!

If you’ve ever used TextMesh Pro and found yourself trying to build a system to manage a bunch of text, then Text Engine is for you! I built this because I like to write games and applications that depend heavily on on-screen text, like HUD messages and tooltips.

Something like this:

Accessing your controller is super simple. For example:

_MyTextManager.GetFeedbackController("HUD Text").AddLine("Hello, world!");

For a more in-depth look, take a look at this video of how I integrate Text Engine into Unity’s Survival Shooter tutorial project:

I’ve got a lot of stuff on my development roadmap for this, too, the first of which is the Tooltip Controller. (You can see a preview of it in the screenshot abov).

Here’s the link to Text Engine in the asset store:


As for this thread, I’d really love to hear some feedback about the system, any ideas you have for improving it, and any ideas for the future.

Up-and-coming features include, but are not limited to:

  • [90% done] Tooltips for the player’s HUD
  • [In progress!] Diablo-style ortho text for items and interactable objects
  • [Alpha prototyped!] Speech bubbles for simple call-out dialogue
  • [Alpha prototyped!] Zelda-style event-based dialogue

I create educational stuff and interactive adventure-style fiction/visual novels, so Text Engine has been super helpful for me and my productivity. I really hope it’s helpful to you, too!

I am always open for feedback at jesse@lawsonry.com, and please don’t hesitate to email me if you have questions, comments, concerns, complaints, or just want to share a funny dad joke. :slight_smile:

Looking forward to your feedback,
-Jesse

Hah, you never know you need something until you see it in action. This is great man, will get it soon.

Maybe add a little shake/color change if a person receives a critical hit, or sends a critical shot.

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Neviah, that’s a really cool idea! Since each line sent to the Feedback Controller is its own separate prefab, overloading the AddLine() function with some parameters that control behaviors (like shaking, scrolling, exploding, etc) would be really easy to do.

Thanks for the feedback!

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