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

float

alpha_antialiasing_edge

0.0

AlphaAntiAliasing

alpha_antialiasing_mode

0

AlphaCutMode

alpha_cut

0

float

alpha_hash_scale

1.0

float

alpha_scissor_threshold

0.5

AutowrapMode

autowrap_mode

0

BillboardMode

billboard

0

ShadowCastingSetting

cast_shadow

0 (overrides GeometryInstance3D)

bool

double_sided

true

bool

fixed_size

false

Font

font

int

font_size

32

GIMode

gi_mode

0 (overrides GeometryInstance3D)

HorizontalAlignment

horizontal_alignment

1

BitField[JustificationFlag]

justification_flags

163

String

language

“”

float

line_spacing

0.0

Color

modulate

Color(1, 1, 1, 1)

bool

no_depth_test

false

Vector2

offset

Vector2(0, 0)

Color

outline_modulate

Color(0, 0, 0, 1)

int

outline_render_priority

-1

int

outline_size

12

float

pixel_size

0.005

int

render_priority

0

bool

shaded

false

StructuredTextParser

structured_text_bidi_override

0

Array

structured_text_bidi_override_options

[]

String

text

“”

Direction

text_direction

0

TextureFilter

texture_filter

3

bool

uppercase

false

VerticalAlignment

vertical_alignment

1

float

width

500.0

Methods

TriangleMesh

generate_triangle_mesh() const

bool

get_draw_flag(flag: DrawFlags) const

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 🔗

  • void set_alpha_antialiasing_edge(value: float)

  • float get_alpha_antialiasing_edge()

Threshold at which antialiasing will be applied on the alpha channel.


AlphaAntiAliasing alpha_antialiasing_mode = 0 🔗

The type of alpha antialiasing to apply. See AlphaAntiAliasing.


AlphaCutMode alpha_cut = 0 🔗

The alpha cutting mode to use for the sprite. See AlphaCutMode for possible values.


float alpha_hash_scale = 1.0 🔗

  • void set_alpha_hash_scale(value: float)

  • float get_alpha_hash_scale()

The hashing scale for Alpha Hash. Recommended values between 0 and 2.


float alpha_scissor_threshold = 0.5 🔗

  • void set_alpha_scissor_threshold(value: float)

  • float get_alpha_scissor_threshold()

Threshold at which the alpha scissor will discard values.


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.


BillboardMode billboard = 0 🔗

The billboard mode to use for the label. See BillboardMode for possible values.


bool double_sided = true 🔗

If true, text can be seen from the back as well, if false, it is invisible when looking at it from behind.


bool fixed_size = false 🔗

If true, the label is rendered at the same size regardless of distance.


Font font 🔗

  • void set_font(value: Font)

  • Font get_font()

Font configuration used to display text.


int font_size = 32 🔗

  • void set_font_size(value: int)

  • int get_font_size()

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 🔗

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. For more info see JustificationFlag.


String language = "" 🔗

Language code used for line-breaking and 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()

Vertical space between lines in multiline Label3D.


Color modulate = Color(1, 1, 1, 1) 🔗

  • void set_modulate(value: Color)

  • Color get_modulate()

Text Color of the Label3D.


bool no_depth_test = false 🔗

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) 🔗

  • void set_outline_modulate(value: Color)

  • Color get_outline_modulate()

The tint of text outline.


int outline_render_priority = -1 🔗

  • void set_outline_render_priority(value: int)

  • int get_outline_render_priority()

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).


int outline_size = 12 🔗

  • void set_outline_size(value: int)

  • int get_outline_size()

Text outline size.


float pixel_size = 0.005 🔗

  • void set_pixel_size(value: float)

  • float get_pixel_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.


int render_priority = 0 🔗

  • void set_render_priority(value: int)

  • int get_render_priority()

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).


bool shaded = false 🔗

If true, the Light3D in the Environment has effects on the label.


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 display on screen.


Direction text_direction = 0 🔗

Base text writing direction.


TextureFilter texture_filter = 3 🔗

Filter flags for the texture. See TextureFilter for options.


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 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.


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