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
Threshold at which antialiasing will be applied on the alpha channel.
int alpha_antialiasing_mode = 0
The type of alpha antialiasing to apply.
int alpha_cut = 0
The alpha cutting mode to use for the sprite.
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.
int 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.
int autowrap_trim_flags = 192
Autowrap space trimming flags. See TextServer.BREAK_TRIM_START_EDGE_SPACES and TextServer.BREAK_TRIM_END_EDGE_SPACES for more info.
int billboard = 0
The billboard mode to use for the label.
int cast_shadow = 0
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. 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 configuration used to display text.
int font_size = 32
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.
int gi_mode = 0
int horizontal_alignment = 1
Controls the text's horizontal alignment. Supports left, center, right, and fill (also known as justify).
int justification_flags = 163
Line fill alignment rules.
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
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)
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)
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).
int outline_size = 12
Text outline size.
float pixel_size = 0.005
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
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.
int structured_text_bidi_override = 0
Set BiDi algorithm override for the structured text.
Array structured_text_bidi_override_options = []
Set additional options for BiDi override.
String text = ""
The text to display on screen.
int text_direction = 0
Base text writing direction.
int texture_filter = 3
Filter flags for the texture.
bool uppercase = false
If true, all the text displays as UPPERCASE.
int vertical_alignment = 1
Controls the text's vertical alignment. Supports top, center, and bottom.
float width = 500.0
Text width (in pixels), used for autowrap and fill alignment.
Methods
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(int flag) const
Returns the value of the specified flag.
void set_draw_flag(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.