Displays plain text in a 3D world.
Label3D displays plain text in a 3D world. It gives you control over the horizontal and vertical alignment.
Removes all OpenType features.
Returns a [TriangleMesh] with the label's vertices following its current configuration (such as its [member pixel_size]).
Returns the value of the specified flag.
Returns OpenType feature [code]tag[/code].
If [code]true[/code], the specified flag will be enabled. See [enum Label3D.DrawFlags] for a list of flags.
Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values.
Threshold at which the alpha scissor will discard values.
If set to something other than [constant 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 [enum AutowrapMode].
The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values.
If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
If [code]true[/code], the label is rendered at the same size regardless of distance.
[Font] used for the [Label3D]'s text.
Font size of the [Label3D]'s text.
Controls the text's horizontal alignment. Supports left, center, right. Set it to one of the [enum HorizontalAlignment] constants.
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
Vertical space between lines in multiline [Label3D].
Text [Color] of the [Label3D].
If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
The tint of [Font]'s outline.
Text outline size.
The size of one pixel's width on the label to scale it in 3D.
If [code]true[/code], the [Light3D] in the [Environment] has effects on the label.
Set BiDi algorithm override for the structured text.
Set additional options for BiDi override.
The text to display on screen.
Base text writing direction.
Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for options.
If [code]true[/code], all the text displays as UPPERCASE.
Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the [enum VerticalAlignment] constants.
Text width (in pixels), used for autowrap and fill alignment.
Autowrap is disabled.
Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
Wraps the text inside the node's bounding rectangle by soft-breaking between words.
Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
If set, lights in the environment affect the label.
If set, text can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
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.
Label is scaled by depth so that it always appears the same size on screen.
Represents the size of the [enum DrawFlags] enum.
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
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 [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].
[b]Note:[/b] This mode might have issues with anti-aliased fonts and outlines, try adjusting [member alpha_scissor_threshold] or using MSDF font.
[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.
[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.