If you’ve ever wanted to make a piece of text change dynamically in your Gimkit map — for example, when a player presses a button, enters a zone, or completes an action — this guide will show you how to do it smoothly, without using properties, checkers, or advanced logic.
This effect is perfect for:
- Status updates (e.g. “Waiting…” → “Ready!”)
- Game progression cues
- Dialogue or tutorials
- Player feedback after interactions
Let’s get started.
What You’ll Need:
- Two Text devices
- One Trigger (or any other activation device — e.g. Button, Zone, Vending Machine, etc.)
Step-by-Step Instructions:
- Place Two Text Devices
Place Text A: This is the original message (e.g., “Waiting…”)
Place Text B: This is the message that will replace it (e.g., “Ready!”)
Tip: Position Text B in the exact same location as Text A for a seamless transition.
- Set Initial Visibility
- Select Text A → In settings, set:
Visible on Game Start: YES
- Select Text B → In settings, set:
Visible on Game Start: NO
This ensures only the first message appears when the game starts.
- Set Up the Trigger (or Activator)
You’ll need something to cause the text to “change.” This can be:
- A Button
- A Zone
- A Vending Machine
- A Trigger (invisible, automatic activation)
- Wire the Logic
Use the wiring tool to connect your activator (e.g., Button) to both text devices:
- From Button → Text A:
→When Triggered → Hide Text
- From Button → Text B:
→When Triggered → Show Text
That’s it!
End Result:
When the player interacts with the Button (or enters the Zone, or activates the trigger), the original text will disappear and the new message will take its place — creating the illusion that the text has changed live.
Bonus Ideas:
- Stack multiple text changes in sequence using multiple triggers or delays
- Use different fonts or colors for dramatic effect
- Combine with sound effects or visuals for maximum polish
Why This Works:
Gimkit Creative doesn’t currently support direct text editing during gameplay. So instead, this method swaps visibility between two overlapping text objects — a simple but powerful workaround used by experienced map makers.
Let me know if you’d like a downloadable template, or want to see this technique combined with player-specific conditions (e.g., one player sees “Ready,” others still see “Waiting”).
Good luck building — and keep creating!
– X-Zero