Would it be reasonable to make it possible to achieve this affect backwards to hide graphemes at the beginning of the label? Perhaps this feature could instead be implemented as a rich text tag that hides graphemes, so that any grapheme can be hidden regardless of whether it’s at the end. My use would be to offset the start position of a TextLabel so that multiple TextLabels can line up easily, although rich text could likely solve this for me.
I should probably just switch to rich text for chat messages, but I’m already manually calculating TextWrapped for my game’s chat due to this shortcoming:
Screen space on small mobile devices is valuable, and it’s disappointing to see messages use unneeded lines.
This is great, this takes out so many annoying processes that discouraged me from making stuff like this! Thank you for helping out and adding such an amazing feature!
Nice! Love to see these kinds of things get implemented into Studio.
It’s gonna help a lot. The other methods of achieving this effect are somewhat unreliable
For once a type writing effect doesn’t have to be so broken with localization, the text shifting slightly, or the text changing size a bit. This update was most definitely needed.
To be honest this is a bit of a non necessity considering its something that you can readily and easily do by just writing some simple code to do it. Instead of adding utilities like a typewriter effect i feel people would get much more utility out of something like being able to import your own fonts. But i digress, now if i want to i dont have to write my own version of this feature, so there are positives.
This also proves useful to ignore things that string will ignore. I hope that we can see graphemes being used for effectively and more use cases to come.
This is a super good update for people who do UI work and this also helps with emphasizing things that are dramatic or bold in games like story or actions based games. Keep up the great work Roblox!
I just want to add in; I really hope this is added to TextBox (i.e. entry field) objects too! Specifically, their actual input text field, not only the placeholder.
Currently, I can’t find an easy way to limit the amount of characters a player can input, so I just limit their final entered text’s length using string.sub, and give them an appropriate feedback message.
With this property, I can set the maximum visible characters to the max string length; although the player will still be able to enter (invisible) text past the limit, it will give them instant feedback of what their final text would be.
While in the future I’d love to be able to outright limit the input size of strings, this is a nice bandaid.
I second this–TextBoxes are one of the most neglected UI elements to date. We’ve been needing MaxLength, Type (e.g. ‘number’), and Max/Min properties for years, but are still forced to use expensive listeners for post-input modification. We also have no access to numeric keyboards on touchscreen devices.
Will this "typewriter’ effect support typing from the left and not just typing from the center alignment?
Where is the API? I want to learn more about this, because I’m new to utf8’s and all that funny stuff
Does it support other methods of typewriter effects? Like fading characters, dropping characters, turning characters etc
And will this work properly with richtext? Because my typewriter types out stuff with the richtext prefixes, before the entire word is spelt, THEN it updates to the richtext version
I guess you could modify my typewriter for that same effect with RichText. Though it’s extremely unlikely Roblox will implement that feature as it’s such a specific case. utf8.graphemes does give you each character anyway so you can still use it for those special transitions though.