Label3D

Inherits: GeometryInstance < VisualInstance < CullInstance < Spatial < Node < Object

Displays plain text in a 3D world.

Description

Label3D displays plain text in a 3D world. It gives you control over the horizontal and vertical alignment.

Properties

AlphaCutMode

alpha_cut

0

float

alpha_scissor_threshold

0.5

bool

autowrap

false

BillboardMode

billboard

0

bool

double_sided

true

bool

fixed_size

false

Font

font

Align

horizontal_alignment

1

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

float

pixel_size

0.01

int

render_priority

0

bool

shaded

false

String

text

""

bool

uppercase

false

VAlign

vertical_alignment

1

float

width

500.0

Methods

TriangleMesh

generate_triangle_mesh ( ) const

bool

get_draw_flag ( DrawFlags flag ) const

void

set_draw_flag ( DrawFlags flag, bool enabled )


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.

AlphaCutMode ALPHA_CUT_DISCARD = 1

This mode only allows fully transparent or fully opaque pixels. 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 SDF 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.


enum Align:

Align ALIGN_LEFT = 0

Align rows to the left (default).

Align ALIGN_CENTER = 1

Align rows centered.

Align ALIGN_RIGHT = 2

Align rows to the right.

Align ALIGN_FILL = 3

Expand row whitespaces to fit the width.


enum VAlign:

VAlign VALIGN_TOP = 0

Align the whole text to the top.

VAlign VALIGN_CENTER = 1

Align the whole text to the center.

VAlign VALIGN_BOTTOM = 2

Align the whole text to the bottom.

VAlign VALIGN_FILL = 3

Align the whole text by spreading the rows.


Property Descriptions

AlphaCutMode alpha_cut = 0

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


float alpha_scissor_threshold = 0.5

  • void set_alpha_scissor_threshold ( float value )

  • float get_alpha_scissor_threshold ( )

Threshold at which the alpha scissor will discard values.


bool autowrap = false

  • void set_autowrap ( bool value )

  • bool get_autowrap ( )

If true, wraps the text to the width.


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 ( Font value )

  • Font get_font ( )

Font used for the Label3D's text.


Align horizontal_alignment = 1

  • void set_horizontal_alignment ( Align value )

  • Align get_horizontal_alignment ( )

Controls the text's horizontal alignment. Supports left, center, right. Set it to one of the Align constants.


float line_spacing = 0.0

  • void set_line_spacing ( float value )

  • float get_line_spacing ( )

Vertical space between lines in multiline Label3D.


Color modulate = Color( 1, 1, 1, 1 )

  • void set_modulate ( Color value )

  • 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 ( Color value )

  • Color get_outline_modulate ( )

The tint of Font's outline.


int outline_render_priority = -1

  • void set_outline_render_priority ( int value )

  • 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).


float pixel_size = 0.01

  • void set_pixel_size ( float value )

  • float get_pixel_size ( )

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


int render_priority = 0

  • void set_render_priority ( int value )

  • 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 Light in the Environment has effects on the label.


String text = ""

The text to display on screen.


bool uppercase = false

  • void set_uppercase ( bool value )

  • bool is_uppercase ( )

If true, all the text displays as UPPERCASE.


VAlign vertical_alignment = 1

  • void set_vertical_alignment ( VAlign value )

  • VAlign get_vertical_alignment ( )

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


float width = 500.0

  • void set_width ( float value )

  • float get_width ( )

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 ( DrawFlags flag ) const

Returns the value of the specified flag.


void set_draw_flag ( DrawFlags flag, bool enabled )

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