Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

TextMesh

Inherits: PrimitiveMesh < Mesh < Resource < RefCounted < Object

Generate an PrimitiveMesh from the text.

Description

Generate an PrimitiveMesh from the text.

TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported.

The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges.

Tutorials

Properties

AutowrapMode

autowrap_mode

0

float

curve_step

0.5

float

depth

0.05

Font

font

int

font_size

16

HorizontalAlignment

horizontal_alignment

1

BitField[JustificationFlag]

justification_flags

163

String

language

""

float

line_spacing

0.0

Vector2

offset

Vector2(0, 0)

float

pixel_size

0.01

StructuredTextParser

structured_text_bidi_override

0

Array

structured_text_bidi_override_options

[]

String

text

""

Direction

text_direction

0

bool

uppercase

false

VerticalAlignment

vertical_alignment

1

float

width

500.0


Property Descriptions

AutowrapMode autowrap_mode = 0 🔗

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.


float curve_step = 0.5 🔗

  • void set_curve_step(value: float)

  • float get_curve_step()

Step (in pixels) used to approximate Bézier curves.


float depth = 0.05 🔗

Depths of the mesh, if set to 0.0 only front surface, is generated, and UV layout is changed to use full texture for the front face only.


Font font 🔗

  • void set_font(value: Font)

  • Font get_font()

Font configuration used to display text.


int font_size = 16 🔗

  • void set_font_size(value: int)

  • int get_font_size()

Font size of the TextMesh's text.


HorizontalAlignment horizontal_alignment = 1 🔗

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 🔗

Line fill alignment rules. See JustificationFlag for more information.


String language = "" 🔗

Language code used for text shaping algorithms, if left empty current locale is used instead.


float line_spacing = 0.0 🔗

  • void set_line_spacing(value: float)

  • float get_line_spacing()

Additional vertical spacing between lines (in pixels), spacing is added to line descent. This value can be negative.


Vector2 offset = Vector2(0, 0) 🔗

The text drawing offset (in pixels).


float pixel_size = 0.01 🔗

  • void set_pixel_size(value: float)

  • float get_pixel_size()

The size of one pixel's width on the text to scale it in 3D.


StructuredTextParser structured_text_bidi_override = 0 🔗

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.


String text = "" 🔗

The text to generate mesh from.

Note: Due to being a Resource, it doesn't follow the rules of Node.auto_translate_mode. If disabling translation is desired, it should be done manually with Object.set_message_translation.


Direction text_direction = 0 🔗

Base text writing direction.


bool uppercase = false 🔗

  • void set_uppercase(value: bool)

  • bool is_uppercase()

If true, all the text displays as UPPERCASE.


VerticalAlignment vertical_alignment = 1 🔗

Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the VerticalAlignment constants.


float width = 500.0 🔗

Text width (in pixels), used for fill alignment.