📝 [GUIDE] How to Make Text Appear Change (Color/Wording) in Gimkit Creative

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.


:bullseye: What You’ll Need:

  • Two Text devices
  • One Trigger (or any other activation device — e.g. Button, Zone, Vending Machine, etc.)

:hammer_and_wrench: Step-by-Step Instructions:

  1. 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!”)

:eight_spoked_asterisk: Tip: Position Text B in the exact same location as Text A for a seamless transition.


  1. 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.


  1. 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)

  1. 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!


:white_check_mark: 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

:brain: 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

4 Likes

Yea, im wondering if this is a dupe, and it’s pretty simple if anyone does a bit of tinkering around. Also no images, also don’t you already have an account called @X-Zero? Alts aren’t allowed on the forums.

Added no-pictures

here’s similar guides with images/gifs, making this a duplicate. I wont remove this guide if it has some uniqueness to it, but I may have to.

:backhand_index_pointing_up: this one needs the images fixed

1 Like

Nice guide. But I will say, this does fall flat in the eye of one thing: BLOCKS.

They basically can trigger from a channel (a wireless wire, basically), and with some code, they can change the text content and color. The only downside is that a block takes up 500 memory.

Memory efficiency: your route
Simplicity: use channels and blocks

And this is unfortunately a dupe guide, and your account is an alt. The forums aren’t open to people using alt, for obvious reasons.

1 Like

I mean.. its technically not a dupe since it is more memory efficient