Class reference
Label3D
Inherits GeometryInstance3D
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.
Properties
float alpha_antialiasing_edge = 0.0
float alpha_antialiasing_edge = 0.0Threshold at which antialiasing will be applied on the alpha channel.
int alpha_antialiasing_mode = 0
int alpha_antialiasing_mode = 0The type of alpha antialiasing to apply.
int alpha_cut = 0
int alpha_cut = 0The alpha cutting mode to use for the sprite.
float alpha_hash_scale = 1.0
float alpha_hash_scale = 1.0The hashing scale for Alpha Hash. Recommended values between 0 and 2.
float alpha_scissor_threshold = 0.5
float alpha_scissor_threshold = 0.5Threshold at which the alpha scissor will discard values.
int autowrap_mode = 0
int autowrap_mode = 0If 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.
int autowrap_trim_flags = 192
int autowrap_trim_flags = 192Autowrap space trimming flags. See TextServer.BREAK_TRIM_START_EDGE_SPACES and TextServer.BREAK_TRIM_END_EDGE_SPACES for more info.
int billboard = 0
int billboard = 0The billboard mode to use for the label.
int cast_shadow = 0
int cast_shadow = 0bool double_sided = true
bool double_sided = trueIf 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
bool fixed_size = falseIf true, the label is rendered at the same size regardless of distance. The label's size on screen is the same as if the camera was 1.0 units away from the label's origin, regardless of the actual distance from the camera. The Camera3D's field of view (or Camera3D.size when in orthogonal/frustum mode) still affects the size the label is drawn at.
Font font
Font fontFont configuration used to display text.
int font_size = 32
int font_size = 32Font 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.
int gi_mode = 0
int gi_mode = 0int horizontal_alignment = 1
int horizontal_alignment = 1Controls the text's horizontal alignment. Supports left, center, right, and fill (also known as justify).
int justification_flags = 163
int justification_flags = 163Line fill alignment rules.
String language = ""
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
float line_spacing = 0.0Additional vertical spacing between lines (in pixels), spacing is added to line descent. This value can be negative.
Color modulate = Color(1, 1, 1, 1)
Color modulate = Color(1, 1, 1, 1)bool no_depth_test = false
bool no_depth_test = falseIf true, depth testing is disabled and the object will be drawn in render order.
Vector2 offset = Vector2(0, 0)
Vector2 offset = Vector2(0, 0)The text drawing offset (in pixels).
Color outline_modulate = Color(0, 0, 0, 1)
Color outline_modulate = Color(0, 0, 0, 1)The tint of text outline.
int outline_render_priority = -1
int outline_render_priority = -1Sets 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
int outline_size = 12Text outline size.
float pixel_size = 0.005
float pixel_size = 0.005The 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
int render_priority = 0Sets 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
bool shaded = falseIf true, the Light3D in the Environment has effects on the label.
int structured_text_bidi_override = 0
int structured_text_bidi_override = 0Set BiDi algorithm override for the structured text.
Array structured_text_bidi_override_options = []
Array structured_text_bidi_override_options = []Set additional options for BiDi override.
String text = ""
String text = ""The text to display on screen.
int text_direction = 0
int text_direction = 0Base text writing direction.
int texture_filter = 3
int texture_filter = 3Filter flags for the texture.
bool uppercase = false
bool uppercase = falseIf true, all the text displays as UPPERCASE.
int vertical_alignment = 1
int vertical_alignment = 1Controls the text's vertical alignment. Supports top, center, and bottom.
float width = 500.0
float width = 500.0Text width (in pixels), used for autowrap and fill alignment.
Methods
TriangleMesh generate_triangle_mesh() const
TriangleMesh generate_triangle_mesh() constReturns a TriangleMesh with the label's vertices following its current configuration (such as its pixel_size).
bool get_draw_flag(int flag) const
bool get_draw_flag(int flag) constReturns the value of the specified flag.
void set_draw_flag(int flag, bool enabled)
int flag, bool enabled)If true, the specified flag will be enabled.
Constants
FLAG_SHADED = 0
If set, lights in the environment affect the label.
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.
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.
FLAG_FIXED_SIZE = 3
Label is scaled by depth so that it always appears the same size on screen.
FLAG_MAX = 4
Represents the size of the DrawFlags enum.
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.
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.
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.
ALPHA_CUT_HASH = 3
This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.