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Label3D
Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
A node for displaying plain text in 3D space.
Description
A node for displaying plain text in 3D space. By adjusting various properties of this node, you can configure things such as the text's appearance and whether it always faces the camera.
Tutorials
Properties
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cast_shadow |
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gi_mode |
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BitField[JustificationFlag] |
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Methods
generate_triangle_mesh() const |
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get_draw_flag(flag: DrawFlags) const |
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void |
set_draw_flag(flag: DrawFlags, enabled: bool) |
Enumerations
enum DrawFlags: 🔗
DrawFlags FLAG_SHADED = 0
If set, lights in the environment affect the label.
DrawFlags FLAG_DOUBLE_SIDED = 1
If set, text can be seen from the back as well. If not, the text is invisible when looking at it from behind.
DrawFlags FLAG_DISABLE_DEPTH_TEST = 2
Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
DrawFlags FLAG_FIXED_SIZE = 3
Label is scaled by depth so that it always appears the same size on screen.
DrawFlags FLAG_MAX = 4
Represents the size of the DrawFlags enum.
enum AlphaCutMode: 🔗
AlphaCutMode ALPHA_CUT_DISABLED = 0
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. GeometryInstance3D.cast_shadow has no effect when this transparency mode is used; the Label3D will never cast shadows.
AlphaCutMode ALPHA_CUT_DISCARD = 1
This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa). This mode is also known as alpha testing or 1-bit transparency.
Note: This mode might have issues with anti-aliased fonts and outlines, try adjusting alpha_scissor_threshold or using MSDF font.
Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
AlphaCutMode ALPHA_CUT_OPAQUE_PREPASS = 2
This mode draws fully opaque pixels in the depth prepass. This is slower than ALPHA_CUT_DISABLED or ALPHA_CUT_DISCARD, but it allows displaying translucent areas and smooth edges while using proper sorting.
Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
AlphaCutMode ALPHA_CUT_HASH = 3
This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.
Property Descriptions
float alpha_antialiasing_edge = 0.0
🔗
Threshold at which antialiasing will be applied on the alpha channel.
AlphaAntiAliasing alpha_antialiasing_mode = 0
🔗
void set_alpha_antialiasing(value: AlphaAntiAliasing)
AlphaAntiAliasing get_alpha_antialiasing()
The type of alpha antialiasing to apply. See AlphaAntiAliasing.
AlphaCutMode alpha_cut = 0
🔗
void set_alpha_cut_mode(value: AlphaCutMode)
AlphaCutMode get_alpha_cut_mode()
The alpha cutting mode to use for the sprite. See AlphaCutMode for possible values.
float alpha_hash_scale = 1.0
🔗
The hashing scale for Alpha Hash. Recommended values between 0
and 2
.
float alpha_scissor_threshold = 0.5
🔗
Threshold at which the alpha scissor will discard values.
AutowrapMode autowrap_mode = 0
🔗
void set_autowrap_mode(value: AutowrapMode)
AutowrapMode get_autowrap_mode()
If set to something other than TextServer.AUTOWRAP_OFF, the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see AutowrapMode.
BillboardMode billboard = 0
🔗
void set_billboard_mode(value: BillboardMode)
BillboardMode get_billboard_mode()
The billboard mode to use for the label. See BillboardMode for possible values.
If true
, text can be seen from the back as well, if false
, it is invisible when looking at it from behind.
If true
, the label is rendered at the same size regardless of distance.
Font configuration used to display text.
Font size of the Label3D's text. To make the font look more detailed when up close, increase font_size while decreasing pixel_size at the same time.
Higher font sizes require more time to render new characters, which can cause stuttering during gameplay.
HorizontalAlignment horizontal_alignment = 1
🔗
void set_horizontal_alignment(value: HorizontalAlignment)
HorizontalAlignment get_horizontal_alignment()
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the HorizontalAlignment constants.
BitField[JustificationFlag] justification_flags = 163
🔗
void set_justification_flags(value: BitField[JustificationFlag])
BitField[JustificationFlag] get_justification_flags()
Line fill alignment rules. See JustificationFlag for more information.
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
Additional vertical spacing between lines (in pixels), spacing is added to line descent. This value can be negative.
Color modulate = Color(1, 1, 1, 1)
🔗
Text Color of the Label3D.
If true
, depth testing is disabled and the object will be drawn in render order.
Vector2 offset = Vector2(0, 0)
🔗
The text drawing offset (in pixels).
Color outline_modulate = Color(0, 0, 0, 1)
🔗
The tint of text outline.
int outline_render_priority = -1
🔗
Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects.
Note: This only applies if alpha_cut is set to ALPHA_CUT_DISABLED (default value).
Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
Text outline size.
The size of one pixel's width on the label to scale it in 3D. To make the font look more detailed when up close, increase font_size while decreasing pixel_size at the same time.
Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.
Note: This only applies if alpha_cut is set to ALPHA_CUT_DISABLED (default value).
Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
If true
, the Light3D in the Environment has effects on the label.
StructuredTextParser structured_text_bidi_override = 0
🔗
void set_structured_text_bidi_override(value: StructuredTextParser)
StructuredTextParser get_structured_text_bidi_override()
Set BiDi algorithm override for the structured text.
Array structured_text_bidi_override_options = []
🔗
void set_structured_text_bidi_override_options(value: Array)
Array get_structured_text_bidi_override_options()
Set additional options for BiDi override.
The text to display on screen.
Direction text_direction = 0
🔗
Base text writing direction.
TextureFilter texture_filter = 3
🔗
void set_texture_filter(value: TextureFilter)
TextureFilter get_texture_filter()
Filter flags for the texture. See TextureFilter for options.
If true
, all the text displays as UPPERCASE.
VerticalAlignment vertical_alignment = 1
🔗
void set_vertical_alignment(value: VerticalAlignment)
VerticalAlignment get_vertical_alignment()
Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the VerticalAlignment constants.
Text width (in pixels), used for autowrap and fill alignment.
Method Descriptions
TriangleMesh generate_triangle_mesh() const 🔗
Returns a TriangleMesh with the label's vertices following its current configuration (such as its pixel_size).
bool get_draw_flag(flag: DrawFlags) const 🔗
Returns the value of the specified flag.
void set_draw_flag(flag: DrawFlags, enabled: bool) 🔗
If true
, the specified flag will be enabled. See DrawFlags for a list of flags.