class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3DVisualInstance3DGeometryInstance3D Label3D
A node for displaying plain text in 3D space.

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.

Enum DrawFlags<>():Enum

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.

Enum AlphaCutMode<>():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.


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.


ALPHA_CUT_HASH = 3

This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.

float alpha_antialiasing_edge<>():float

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

AlphaAntiAliasing alpha_antialiasing_mode<>():AlphaAntiAliasing

The type of alpha antialiasing to apply. See AlphaAntiAliasing.

AlphaCutMode alpha_cut<>():AlphaCutMode

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

float alpha_hash_scale<>():float

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

float alpha_scissor_threshold<>():float

Threshold at which the alpha scissor will discard values.

AutowrapMode autowrap_mode<>():AutowrapMode

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<>():BillboardMode

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

bool double_sided<>():bool

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<>():bool

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

Font font<>():Font

Font configuration used to display text.

int font_size<>():int

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<>():HorizontalAlignment

Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the HorizontalAlignment constants.

BitField JustificationFlag<>():BitField

Line fill alignment rules. For more info see JustificationFlag.

String language<>():String

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

float line_spacing<>():float

Vertical space between lines in multiline Label3D.

Color modulate<>():Color

Text Color of the Label3D.

bool no_depth_test<>():bool

If true, depth testing is disabled and the object will be drawn in render order.

Vector2 offset<>():Vector2

The text drawing offset (in pixels).

Color outline_modulate<>():Color

The tint of text outline.

int outline_render_priority<>():int

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<>():int

Text outline size.

float pixel_size<>():float

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<>():int

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<>():bool

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

StructuredTextParser structured_text_bidi_override<>():StructuredTextParser

Set BiDi algorithm override for the structured text.

Array structured_text_bidi_override_options<>():Array

Set additional options for BiDi override.

String text<>():String

The text to display on screen.

Direction text_direction<>():Direction

Base text writing direction.

TextureFilter texture_filter<>():TextureFilter

Filter flags for the texture. See TextureFilter for options.

bool uppercase<>():bool

If true, all the text displays as UPPERCASE.

VerticalAlignment vertical_alignment<>():VerticalAlignment

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

float width<>():float

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

TriangleMesh generate_triangle_mesh<>():TriangleMesh

Returns a TriangleMesh with the label's vertices following its current configuration (such as its pixel_size).

bool get_draw_flag<>( DrawFlags flag=, flag:DrawFlags=, ):bool

Returns the value of the specified flag.

void set_draw_flag<>( DrawFlags flag=, flag:DrawFlags=, bool enabled=, enabled:bool=, ):void

If true, the specified flag will be enabled. See DrawFlags for a list of flags.




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