RevealModifier
Shows only the leading part of each covered range and hides the rest — the engine piece behind typewriter-style text reveal.
Remarks
Front parameter together with Collapse: set the Front field, author it in markup (<reveal=fade,50%>), or own it per range. The first tag parameter selects the appearance effect by RevealHandlerEntry name (<reveal=fade>). Clusters are revealed in logical order, whole grapheme clusters at a time — along one shared text-order frontier, or independently per range when PerRange is on. A cluster covered by overlapping ranges belongs to the innermost one — it alone governs the cluster's visibility and appearance effect. Line breaks are never hidden, so the line structure stays stable while text reveals. Appearance is binary by default; add named entries or subscribe GlyphRevealing to animate it. A receding frontier animates too: the cluster keeps its place in the mesh — and, where its range collapses, in layout — until its hide effect finishes. Collapse is a parameter like the rest, so one modifier serves ranges that differ in it: <reveal=,4abs,line,true> clamps a body out of the layout while <reveal=fade,0> elsewhere merely holds text back from the mesh. A collapsing range is settled a pipeline stage earlier than a drawing one, so its frontier moves through a re-parse where the other moves on a mesh rebuild.public TextRange VisibleRange{ get }Codepoint span of the covered text the frontier currently shows, empty while it shows nothing. Reaches from the first shown cluster to the last, so a frontier over several ranges reports the extent it covers rather than each range's own share — ask VisibleRangeIn for one range's own. Line breaks, which no frontier hides, do not carry the span past what it reveals.
public TextRange VisibleRangeIn()Codepoint span shown by the ranges lying inside span, empty while they show nothing — what VisibleRange answers for one part of a modifier whose ranges differ. Pair it with a labelled span to ask after the range an author named.
Fires for every rendered glyph of a covered range during mesh build, carrying the glyph's reveal state — the receptor for custom appearance animation (fade, scale-in, drop-in, or anything else): mutate the current quad through generator. While subscribed, the frontier cluster renders with a fractional Progress instead of popping in whole. May run on a worker thread — no Unity API calls inside handlers.
