Yotsuba Games
Back to Node List

Text Reveal By Glyph

text_reveal_by_glyph

Reveals a TextLayout range one glyph at a time in index order

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
ćƒ¬ć‚¤ć‚¢ć‚¦ćƒˆ
layout
TextLayout
Required
1ę–‡å­—å˜ä½ć§č”Øē¤ŗåˆ¶å¾”ć™ć‚‹ TextLayout

Output Ports

NameTypeDescription
ćƒ¬ć‚¤ć‚¢ć‚¦ćƒˆ
layout
TextLayout
1ę–‡å­—ć”ćØć®č”Øē¤ŗēŠ¶ę…‹ć‚’ę›“ę–°ć—ćŸ TextLayout

Parameters

NameTypeDefaultRangeDescription / Options
é€²č”Œåŗ¦
progress
Float
10–1 / step 0.01

éøęŠžć—ćŸę–‡å­—ēÆ„å›²ć®č”Øē¤ŗé€²č”Œåŗ¦ć§ć™ļ¼ˆ1 = å®Œå…Øč”Øē¤ŗļ¼‰

å…ˆé ­ę–‡å­—
first_glyph
Int
00–4096

č”Øē¤ŗåÆ¾č±”ć«å«ć‚ć‚‹å…ˆé ­ę–‡å­—ē•Ŗå·ļ¼ˆ0 = 1文字目)

ęœ«å°¾ę–‡å­—
last_glyph
Int
40960–4096

č”Øē¤ŗåÆ¾č±”ć«å«ć‚ć‚‹ęœ«å°¾ę–‡å­—ē•Ŗå·

逆順
reverse
Bool
false—

éøęŠžć—ćŸę–‡å­—ēÆ„å›²ć‚’ęœ«å°¾ć‹ć‚‰å…ˆé ­ćøå‘ć‹ć£ć¦č”Øē¤ŗć—ć¾ć™

遅延
delay
Float
00–0.95 / step 0.01

ćƒŖćƒ“ćƒ¼ćƒ«é–‹å§‹å‰ć«å¾…ć¤ę­£č¦åŒ–é…å»¶é‡ć§ć™

Overview

Reveals text one character at a time. It creates the familiar typewriter effect from RPG dialogue boxes by switching visibility in a TextLayout. The downstream text_rasterize performs image rendering.

Usage tips

  • The go-to chain is text_layout → text_reveal_by_glyph (promote progress to an input pin šŸ“Œ and connect time_source) → text_rasterize → animation_render.
  • For crisp character-by-character steps, drive progress with steps based on math_func(Floor). Smooth progress can make character timings look uneven.
  • Limit the range with first_glyph / last_glyph for split effects such as revealing only the second half later.

Related nodes

  • text_layout — required upstream
  • text_animate_by_glyph — controls motion instead of visibility
  • text_rasterize / text_outline — render to an image
  • time_source — drives progress

How to think about it

  • TextLayout is the structure describing where characters are.
  • Text Reveal By Glyph decides which of those characters are shown.
  • It does not create an image yet.
  • Finish by rendering with TextRasterize or TextOutline.

About glyphs

  • In v1, you can effectively treat a glyph as one character.
  • Therefore, First Glyph = 0 means the first character and 1 means the second.
  • Think of First Glyph / Last Glyph as character indices.

Behavior

  • Only the range from first_glyph through last_glyph is revealed.
  • Characters outside the range are hidden.
  • With reverse = true, the same range reveals from the end.
  • delay postpones the entire start. At 0.5, nothing appears until progress reaches halfway.
  • A glyph already marked visible = false remains hidden after this node.

Progress

  • progress is always normalized to 0..1.
  • If 11 characters are selected between First Glyph and Last Glyph, one character step is 1 / 11 = 0.0909....
  • Advance progress by this step to reveal one character at a constant interval.
  • Using 0..1 rather than the character count makes the same animation controls easy to reuse when text length changes.

Inspector helper display

  • Text Reveal Helper displays:
    • total character count,
    • character count in the selected range,
    • the one-character step for the selected range, and
    • the number of visible characters at the current progress.
  • The upper limit of Last Glyph updates automatically to match the actual character count of the input TextLayout.
  • Inspect glyph index / bbox for the output TextLayout under Text Layout (Debug) in the Inspector.

Examples

[Text Input] -> [Text Layout] -> [Text Reveal By Glyph] -> [Text Rasterize] -> [Preview]
[Text Input] -> [Text Layout] -> [Text Reveal By Glyph]
[TimeSource] ----------------------^ progress
Back to Node List
Text Reveal By Glyph — PixPipeline Node Reference