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- .. _doc_gui_using_fonts:
- Using Fonts
- ===========
- Godot allows you to set specific fonts for different UI nodes.
- There are three different places where you can setup font usage.
- The first is the theme editor. Choose the node you want to set the
- font for and select the font tab. The second is in the inspector
- for control nodes under **Theme Overrides > Fonts**. Lastly, in
- the inspector settings for themes under **Default Font**.
- If no font override is specified anywhere,
- `Open Sans <https://fonts.google.com/specimen/Open+Sans>`__ SemiBold
- is used as the default project font.
- .. note::
- Since Godot 4.0, font sizes are no longer defined in the font itself but are
- instead defined in the node that uses the font. This is done in the
- **Theme Overrides > Font Sizes** section of the inspector.
- This allows changing the font size without having to duplicate the font
- resource for every different font size.
- There are 2 kinds of font files: *dynamic* (TTF/OTF/WOFF/WOFF2 formats) and
- *bitmap* (BMFont ``.fnt`` format or monospaced image). Dynamic fonts are the
- most commonly used option, as they can be resized and still look crisp at higher
- sizes. Thanks to their vector-based nature, they can also contain a lot more
- glyphs while keeping a reasonable file size compared to bitmap fonts. Dynamic
- fonts also support some advanced features that bitmap fonts cannot support, such
- as *ligatures* (several characters transforming into a single different design).
- .. tip::
- You can find freely licensed font files on websites such as `Google Fonts
- <https://fonts.google.com/>`__ and `Font Library
- <https://fontlibrary.org/>`__.
- Fonts are covered by copyright. Double-check the license of a font before
- using it, as not all fonts allow commercial use without purchasing a license.
- .. seealso::
- You can see how fonts work in action using the
- `BiDI and Font Features demo project <https://github.com/godotengine/godot-demo-projects/tree/master/gui/bidi_and_font_features>`__.
- Dynamic fonts
- -------------
- Godot supports the following dynamic font formats:
- - TrueType Font or Collection (``.ttf``, ``.ttc``)
- - OpenType Font or Collection (``.otf``, ``.otc``)
- - Web Open Font Format 1 (``.woff``)
- - Web Open Font Format 2 (``.woff2``, since Godot 3.5)
- While ``.woff`` and especially ``.woff2`` tend to result in smaller file sizes,
- there is no universally "better" font format. In most situations, it's
- recommended to use the font format that was shipped on the font developer's
- website.
- Bitmap fonts
- ------------
- Godot supports the BMFont (``.fnt``) bitmap font format. This is a format created
- by the `BMFont <https://www.angelcode.com/products/bmfont/>`__ program. Many
- BMFont-compatible programs also exist, like `BMGlyph <https://www.bmglyph.com/>`__ or web-based `fontcutter <https://github.com/fabienbk/fontcutter>`__.
- Alternatively, you can import any image to be used as a bitmap font. This is
- only supported for **monospaced** fonts (fonts where each character has the same
- width). To do so, select the image in the FileSystem dock, go to the
- Import dock, change its import type to **Font Data (Monospace Image Font)** then
- click **Reimport**:
- .. figure:: img/using_fonts_bitmap_font_from_image_import_options.webp
- :align: center
- :alt: Changing import type to Font Data (Monospace Image Font)
- Changing import type to **Font Data (Monospace Image Font)**
- The font's character set layout can be in any order, but orders that match
- standard Unicode are recommended as they'll require far less configuration to
- import. For example, the bitmap font below contains
- `ASCII <https://en.wikipedia.org/wiki/ASCII>`__ characters and follows standard ASCII ordering:
- .. figure:: img/using_fonts_monospace_bitmap_font_example.webp
- :align: center
- :alt: Bitmap font example
- Credit: `LibreQuake <https://github.com/MissLav/LibreQuake/blob/master/lq1/gfx-wad/CONCHARS.png>`__
- (scaled and cropped to exclude extended range)
- The following import options can be used to import the above font image
- successfully:
- .. figure:: img/using_fonts_bitmap_font_from_image_example_configuration.webp
- :align: center
- :alt: Import options to use for the above example font
- Import options to use for the above example font
- The **Character Ranges** option is an array that maps each position on the image
- (in tile coordinates, not pixels). The font atlas is traversed from left to
- right and top to bottom. Characters can be specified with decimal numbers
- (``127``), hexadecimal numbers (``0x007f``) or between *single* quotes
- (``'~'``). Ranges can be specified with a hyphen between characters.
- For instance, ``0-127`` (or ``0x0000-0x007f``) denotes the full ASCII range.
- As another example, ``' '-'~'`` is equivalent to ``32-127`` and denotes the range
- of *printable* (visible) ASCII characters.
- Make sure the **Character Ranges** option doesn't exceed the number of
- **Columns** × **Rows** defined. Otherwise, the font will fail to import.
- If your font image contains margins not used for font glyphs (such as
- attribution information), try adjusting **Image Margin**. This is a margin
- applied only once around the whole image.
- If your font image contains guides (in the form of lines between glyphs) or
- if spacing between characters appears incorrect, try adjusting **Character
- Margin**. This margin is applied for every imported glyph.
- Loading a font file
- -------------------
- To load a font file (dynamic or bitmap), use the resource dropdown's
- **Quick Load** or **Load** option next to a font property, then navigate to the
- font file in question:
- .. figure:: img/using_fonts_load_font.webp
- :align: center
- Loading a font file
- You can also drag-and-drop a font file from the FileSystem dock to the inspector
- property that accepts a Font resource.
- .. warning::
- In Godot 4.0 and later, texture filter and repeat properties are defined in
- the location where the texture is used, rather than on the texture itself.
- This also applies to fonts (both dynamic fonts and bitmap fonts).
- Fonts that have a pixel art appearance should have bilinear filtering disabled
- by changing the **Rendering > Textures > Canvas Textures > Default Texture Filter**
- project setting to **Nearest**.
- The font size must also be an integer multiple of the design size (which
- varies on a per-font basis), and the Control node using the font must be
- scaled by an integer multiple as well. Otherwise, the font may look blurry.
- Font sizes in Godot are specified in pixels (px), not points (pt). Keep this
- in mind when comparing font sizes across different software.
- The texture filter mode can also be set on individual nodes that inherit from CanvasItem
- by setting :ref:`CanvasItem.texture_filter <class_CanvasItem_property_texture_filter>`.
- Font outlines and shadows
- -------------------------
- Font outlines and shadows can be used to improve readability when the background
- color isn't known in advance. For instance, this is the case for HUD elements
- that are drawn over a 2D/3D scene.
- Font outlines are available in most nodes that derive from Control, in addition
- to :ref:`class_Label3D`.
- To enable outline for a font on a given node, configure the theme overrides
- **Font Outline Color** and **Outline Size** in the inspector. The result should
- look like this:
- .. figure:: img/using_fonts_outline_example.webp
- :align: center
- :alt: Font outline example
- Font outline example
- .. note::
- If using a font with MSDF rendering, its **MSDF Pixel Range** import option
- be set to at least *twice* the value of the outline size for outline
- rendering to look correct. Otherwise, the outline may appear to be cut off
- earlier than intended.
- Support for font shadows is more limited: they are only available in
- :ref:`class_Label` and :ref:`class_RichTextLabel`. Additionally, font shadows
- always have a hard edge (but you can reduce their opacity to make them look more
- subtle). To enable font shadows on a given node, configure the **Font Shadow
- Color**, **Shadow Offset X**, and **Shadow Offset Y** theme overrides in a Label
- or RichTextLabel node accordingly:
- .. figure:: img/using_fonts_shadow.webp
- :align: center
- :alt: Configuring font shadow in a Label node
- Configuring font shadow in a Label node
- The result should look like this:
- .. figure:: img/using_fonts_shadow_example.webp
- :align: center
- :alt: Font shadow example
- Font shadow example
- .. tip::
- You can create local overrides to font display in Label nodes by creating a
- :ref:`class_LabelSettings` resource that you reuse across Label nodes. This
- resource takes priority over :ref:`theme properties <doc_gui_skinning>`.
- Advanced font features
- ----------------------
- .. _doc_using_fonts_antialiasing:
- Antialiasing
- ^^^^^^^^^^^^
- You can adjust how the font should be smoothed out when rendering by adjusting
- *antialiasing* and *hinting*. These are different properties, with different use
- cases.
- Antialiasing controls how glyph edges should be smoothed out when rasterizing
- the font. The default antialiasing method (**Grayscale**) works well on every
- display technology. However, at small sizes, grayscale antialiasing may result
- in fonts looking blurry.
- The antialiasing sharpness can be improved by using LCD subpixel optimization,
- which exploits the subpixel patterns of most LCD displays by offsetting the font
- antialiasing on a per-channel basis (red/green/blue). The downside is that this
- can introduce "fringing" on edges, especially on display technologies that don't
- use standard RGB subpixels (such as OLED displays).
- In most games, it's recommended to stick to the default **Grayscale**
- antialiasing. For non-game applications, LCD subpixel optimization is worth
- exploring.
- .. figure:: img/using_fonts_antialiasing_comparison.webp
- :align: center
- :alt: Font antialiasing comparison
- From top to bottom: Disabled, Grayscale, LCD Subpixel (RGB)
- .. note::
- Antialiasing cannot be changed on :ref:`MSDF-rendered fonts <doc_using_fonts_msdf>`
- – these are always rendered with grayscale antialiasing.
- .. _doc_using_fonts_hinting:
- Hinting
- ^^^^^^^
- Hinting controls how aggressively glyph edges should be snapped to pixels when
- rasterizing the font. **None** results in the smoothest appearance, which can
- make the font look blurry at small sizes. **Light** (default) is sharper by
- snapping glyph edges to pixels on the Y axis only, while **Full** is even sharper
- by snapping glyph edges to pixels on both X and Y axes. Depending on personal
- preference, you may prefer using one hinting mode over the other.
- .. figure:: img/using_fonts_hinting_comparison.webp
- :align: center
- :alt: Font hinting comparison
- From top to bottom: None, Light, Full hinting
- .. note::
- If changing the hinting mode has no visible effect after clicking
- **Reimport**, it's usually because the font doesn't include hinting
- instructions. This can be resolved by looking for a version of the font file
- that includes hinting instructions, or enabling **Force Autohinter** in the
- Import dock. This will use `FreeType <https://freetype.org/>`__'s autohinter
- to automatically add hinting instructions to the imported font.
- .. _doc_using_fonts_subpixel_positioning:
- Subpixel positioning
- ^^^^^^^^^^^^^^^^^^^^
- Subpixel positioning can be adjusted. This is a `FreeType <https://freetype.org/>`__
- feature that allows glyphs to be rendered more closely to their intended form.
- The default setting of **Auto** automatically enables subpixel positioning at
- small sizes, but disables it at large font sizes to improve rasterization
- performance.
- You can force the subpixel positioning mode to **Disabled**, **One half of a
- pixel** or **One quarter of a pixel**. **One quarter of a pixel** provides the
- best quality, at the cost of longer rasterization times.
- Changing antialiasing, hinting and subpixel positioning has the most visible
- effect at smaller font sizes.
- .. warning::
- Fonts that have a pixel art appearance should have their subpixel positioning
- mode set to **Disabled**. Otherwise, the font may appear to have uneven pixel
- sizes.
- This step is not required for bitmap fonts, as subpixel positioning is only
- relevant for dynamic fonts (which are usually made of vector elements).
- .. _doc_using_fonts_mipmaps:
- Mipmaps
- ^^^^^^^
- By default, fonts do not have mipmaps generated to reduce memory usage and speed
- up rasterization. However, this can cause downscaled fonts to become grainy. This
- can be especially noticeable with :ref:`doc_3d_text` that doesn't have **Fixed
- Size** enabled. This can also occur when displaying text with a traditional rasterized
- (non-:ref:`MSDF <doc_using_fonts_msdf>`) font in a Control node that has its scale
- lower than ``(1, 1)``.
- After selecting a font in the FileSystem dock, you can enable the **Mipmaps** in
- the Import dock to improve downscaled font rendering appearance.
- Mipmaps can be enabled on MSDF fonts as well. This can improve font rendering
- quality a little at smaller-than-default sizes, but MSDF fonts are already
- resistant to graininess out of the box.
- .. _doc_using_fonts_msdf:
- MSDF font rendering
- ^^^^^^^^^^^^^^^^^^^
- Multi-channel signed distance field (MSDF) font rendering allows rendering fonts
- at any size, without having to re-rasterize them when their size changes.
- MSDF font rendering has 2 upsides over traditional font rasterization, which
- Godot uses by default:
- - The font will always look crisp, even at huge sizes.
- - There is less stuttering when rendering characters *at large font sizes* for
- the first time, as there is no rasterization performed.
- The downsides of MSDF font rendering are:
- - Higher baseline cost for font rendering. This is usually not noticeable on
- desktop platforms, but it can have an impact on low-end mobile devices.
- - Fonts at small sizes will not look as clear as rasterized fonts, due to the
- lack of hinting.
- - Rendering new glyphs for the first time *at small font sizes* may be more
- expensive compared to traditional rasterized fonts.
- :ref:`doc_using_fonts_font_prerendering` can be used to alleviate this.
- - LCD subpixel optimization cannot be enabled for MSDF fonts.
- - Fonts with self-intersecting outlines will not render correctly in MSDF mode.
- If you notice rendering issues on fonts downloaded from websites such as
- `Google Fonts <https://fonts.google.com>`__, try downloading the font from the
- font author's official website instead.
- .. figure:: img/using_fonts_rasterized_vs_msdf_comparison.webp
- :align: center
- :alt: Comparison of font rasterization methods
- Comparison of font rasterization methods.
- From top to bottom: rasterized without oversampling, rasterized with oversampling, MSDF
- To enable MSDF rendering for a given font, select it in the FileSystem dock, go
- to the Import dock, enable **Multichannel Signed Distance Field**, then click
- **Reimport**:
- .. figure:: img/using_fonts_msdf_import_options.webp
- :align: center
- :alt: Enabling MSDF in the font's import options
- Enabling MSDF in the font's import options
- .. _doc_using_fonts_emoji:
- Using emoji
- ^^^^^^^^^^^
- Godot has limited support for emoji fonts:
- - CBDT/CBLC (embedded PNGs) and SVG emoji fonts are supported.
- - COLR/CPAL emoji fonts (custom vector format) are **not** supported.
- - EMJC bitmap image compression (used by iOS' system emoji font) is **not** supported.
- This means that to support emoji on iOS, you must use a custom font that
- uses SVG or PNG bitmap compression instead.
- For Godot to be able to display emoji, the font used (or one of its
- :ref:`fallbacks <doc_using_fonts_font_fallbacks>`) needs to include them.
- Otherwise, emoji won't be displayed and placeholder "tofu" characters will
- appear instead:
- .. figure:: img/using_fonts_emoji_placeholder_characters.webp
- :align: center
- :alt: Default appearance when trying to use emoji in a label
- Default appearance when trying to use emoji in a label
- After adding a font to display emoji such as
- `Noto Color Emoji <https://fonts.google.com/noto/specimen/Noto+Color+Emoji>`__,
- you get the expected result:
- .. figure:: img/using_fonts_emoji_correct_characters.webp
- :align: center
- :alt: Correct appearance after adding an emoji font to the label
- Correct appearance after adding an emoji font to the label
- To use a regular font alongside emoji, it's recommended to specify a
- :ref:`fallback font <doc_using_fonts_font_fallbacks>` that points to the
- emoji font in the regular font's advanced import options. If you wish to use
- the default project font while displaying emoji, leave the **Base Font**
- property in FontVariation empty while adding a font fallback pointing to the
- emoji font:
- .. tip::
- Emoji fonts are quite large in size, so you may want to :ref:`load a system
- font <doc_using_fonts_system_fonts>` to provide emoji glyphs rather than
- bundling it with your project. This allows providing full emoji support in
- your project without increasing the size of its exported PCK. The downside
- is that emoji will look different depending on the platform, and loading
- system fonts is not supported on all platforms.
- It's possible to use a system font as a fallback font too.
- Using icon fonts
- ^^^^^^^^^^^^^^^^
- Tools like `Fontello <https://fontello.com/>`__ can be used to generate font
- files containing vectors imported from SVG files. This can be used to render
- custom vector elements as part of your text, or to create extruded 3D icons
- with :ref:`doc_3d_text` and TextMesh.
- .. note::
- Fontello currently does not support creating multicolored fonts (which Godot
- can render). As of November 2022, support for multicolored fonts in icon
- font generation tools remains scarce.
- Depending on your use cases, this may lead to better results compared to using
- the ``img`` tag in :ref:`RichTextLabel <doc_bbcode_in_richtextlabel>`. Unlike
- bitmap images (including SVGs which are rasterized on import by Godot),
- true vector data can be resized to any size without losing quality.
- After downloading the generated font file, load it in your Godot project then
- specify it as a custom font for a Label, RichTextLabel or Label3D node. Switch
- over to the Fontello web interface, then copy the character by selecting it then
- pressing :kbd:`Ctrl + C` (:kbd:`Cmd + C` on macOS). Paste the character in the
- **Text** property of your Label node. The character will appear as a placeholder
- glyph in the inspector, but it should appear correctly in the 2D/3D viewport.
- To use an icon font alongside a traditional font in the same Control, you can
- specify the icon font as a :ref:`fallback <doc_using_fonts_font_fallbacks>`.
- This works because icon fonts use the Unicode *private use area*, which is
- reserved for use by custom fonts and doesn't contain standard glyphs by design.
- .. note::
- Several modern icon fonts such as `Font Awesome 6 <https://fontawesome.com/download>`__
- have a desktop variant that uses *ligatures* to specify icons. This allows you to
- specify icons by entering their name directly in the **Text** property of any
- node that can display fonts. Once the icon's name is fully entered as text
- (such as ``house``), it will be replaced by the icon.
- While easier to use, this approach cannot be used with font fallbacks as the main
- font's characters will take priority over the fallback font's ligatures.
- .. _doc_using_fonts_font_fallbacks:
- Font fallbacks
- ^^^^^^^^^^^^^^
- Godot supports defining one or more fallbacks when the main font lacks a glyph
- to be displayed. There are 2 main use cases for defining font fallbacks:
- - Use a font that only supports Latin character sets, but use another font to
- be able to display text another character set such as Cyrillic.
- - Use a font to render text, and another font to render emoji or icons.
- Open the Advanced Import Settings dialog by double-clicking the font file in the
- FileSystem dock. You can also select the font in the FileSystem dock, go to the
- Import dock then choose **Advanced…** at the bottom:
- .. figure:: img/using_fonts_advanced_import_settings.webp
- :align: center
- Import dock
- In the dialog that appears, look for **Fallbacks** section
- on the sidebar on the right, click the **Array[Font] (size 0)** text to expand
- the property, then click **Add Element**:
- .. figure:: img/using_fonts_font_fallbacks_add.webp
- :align: center
- Adding font fallback
- Click the dropdown arrow on the new element, then choose a font file using the
- **Quick Load** or **Load** options:
- .. figure:: img/using_fonts_font_fallbacks_load.webp
- :align: center
- Loading font fallback
- It is possible to add fallback fonts while using the default project font. To do
- so, leave the **Base Font** property empty while adding one or more font
- fallbacks.
- .. note::
- Font fallbacks can also be defined on a local basis similar to
- :ref:`doc_using_fonts_opentype_font_features`, but this is not covered here
- for brevity reasons.
- .. _doc_using_fonts_variable_fonts:
- Variable fonts
- ^^^^^^^^^^^^^^
- Godot has full support for `variable fonts <https://variablefonts.io/>`__, which
- allow you to use a single font file to represent various font weights and styles
- (regular, bold, italic, …). This must be supported by the font file you're using.
- To use a variable font, create a :ref:`class_FontVariation` resource in the
- location where you intend to use the font, then load a font file within the
- FontVariation resource:
- .. figure:: img/using_fonts_font_variation_create.webp
- :align: center
- Creating a FontVariation resource
- .. figure:: img/using_fonts_font_variation_load.webp
- :align: center
- Loading a font file into the FontVariation resource
- Scroll down to the FontVariation's **Variation** section, then click the
- **Variation Coordinates** text to expand the list of axes that can be adjusted:
- .. figure:: img/using_fonts_font_variation_variable_font.webp
- :align: center
- List of variation axes
- The set of axes you can adjust depends on the font loaded. Some variable fonts
- only support one axis of adjustment (typically *weight* or *slant*), while
- others may support multiple axes of adjustment.
- For example, here's the `Inter V <https://rsms.me/inter/>`__ font with a
- *weight* of ``900`` and a *slant* of ``-10``:
- .. figure:: img/using_fonts_font_variation_variable_font_example.webp
- :align: center
- Variable font example (Inter V)
- .. tip::
- While variable font axis names and scales aren't standardized,
- some common conventions are usually followed by font designers.
- The *weight* axis is standardized in OpenType to work as follows:
- +------------+--------------------------------+
- | Axis value | Effective font weight |
- +============+================================+
- | ``100`` | Thin (Hairline) |
- +------------+--------------------------------+
- | ``200`` | Extra Light (Ultra Light) |
- +------------+--------------------------------+
- | ``300`` | Light |
- +------------+--------------------------------+
- | ``400`` | **Regular (Normal)** |
- +------------+--------------------------------+
- | ``500`` | Medium |
- +------------+--------------------------------+
- | ``600`` | Semi-Bold (Demi-Bold) |
- +------------+--------------------------------+
- | ``700`` | **Bold** |
- +------------+--------------------------------+
- | ``800`` | Extra Bold (Ultra Bold) |
- +------------+--------------------------------+
- | ``900`` | Black (Heavy) |
- +------------+--------------------------------+
- | ``950`` | Extra Black (Ultra Black) |
- +------------+--------------------------------+
- You can save the FontVariation to a ``.tres`` resource file to reuse it in other
- places:
- .. figure:: img/using_fonts_font_variation_save_to_file.webp
- :align: center
- Saving FontVariation to an external resource file
- Faux bold and italic
- ^^^^^^^^^^^^^^^^^^^^
- When writing text in bold or italic, using font variants specifically designed
- for this looks better. Spacing between glyphs will be more consistent when using
- a bold font, and certain glyphs' shapes may change entirely in italic variants
- (compare "a" and *"a"*).
- However, real bold and italic fonts require shipping more font files, which
- increases distribution size. A single :ref:`variable font <doc_using_fonts_variable_fonts>`
- file can also be used, but this file will be larger than a single non-variable font.
- While file size is usually not an issue for desktop projects, it can be a concern
- for mobile/web projects that strive to keep distribution size as low as possible.
- To allow bold and italic fonts to be displayed without having to ship additional
- fonts (or use a variable font that is larger in size), Godot supports *faux*
- bold and italic.
- .. figure:: img/using_fonts_faux_bold_italic_vs_real_bold_italic.webp
- :align: center
- :alt: Faux bold/italic (top), real bold/italic (bottom). Normal font used: Open Sans SemiBold
- Faux bold/italic (top), real bold/italic (bottom). Normal font used: Open Sans SemiBold
- Faux bold and italic is automatically used in :ref:`class_RichTextLabel`'s bold
- and italic tags if no custom fonts are provided for bold and/or italic.
- To use faux bold, create a FontVariation resource in a property where a Font
- resource is expected. Set **Variation > Embolden** to a positive value to make a
- font bolder, or to a negative value to make it less bold. Recommended values are
- between ``0.5`` and ``1.2`` depending on the font.
- Faux italic is created by skewing the text, which is done by modifying the
- per-character transform. This is also provided in FontVariation using the
- **Variation > Transform** property. Setting the ``yx`` component of the
- character transform to a positive value will italicize the text. Recommended
- values are between ``0.2`` and ``0.4`` depending on the font.
- Adjusting font spacing
- ^^^^^^^^^^^^^^^^^^^^^^
- For stylistic purposes or for better readability, you may want to adjust how a
- font is presented in Godot.
- Create a FontVariation resource in a property where a Font resource is expected.
- There are 4 properties available in the **Variation > Extra Spacing** section,
- which accept positive and negative values:
- - **Glyph:** Additional spacing between every glyph.
- - **Space:** Additional spacing between words.
- - **Top:** Additional spacing above glyphs. This is used for multiline text,
- but also to calculate the minimum size of controls such as :ref:`class_Label`
- and :ref:`class_Button`.
- - **Top:** Additional spacing below glyphs. This is used for multiline text,
- but also to calculate the minimum size of controls such as :ref:`class_Label`
- and :ref:`class_Button`.
- The **Variation > Transform** property can also be adjusted to stretch
- characters horizontally or vertically. This is specifically done by adjusting
- the ``xx`` (horizontal scale) and ``yy`` (vertical scale) components. Remember
- to adjust glyph spacing to account for any changes, as glyph transform doesn't
- affect how much space each glyph takes in the text. Non-uniform scaling of this
- kind should be used sparingly, as fonts are generally not designed to be
- displayed with stretching.
- .. _doc_using_fonts_opentype_font_features:
- OpenType font features
- ^^^^^^^^^^^^^^^^^^^^^^
- Godot supports enabling OpenType font features, which are a standardized way to
- define alternate characters that can be toggled without having to swap font
- files entirely. Despite being named OpenType font features, these are also
- supported in TrueType (``.ttf``) and WOFF/WOFF2 font files.
- Support for OpenType features highly depends on the font used. Some fonts don't
- support any OpenType features, while other fonts can support dozens of
- toggleable features.
- There are 2 ways to use OpenType font features:
- **Globally on a font file**
- Open the Advanced Import Settings dialog by double-clicking the font file in the
- FileSystem dock. You can also select the font in the FileSystem dock, go to the
- Import dock then choose **Advanced…** at the bottom:
- .. figure:: img/using_fonts_advanced_import_settings.webp
- :align: center
- Import dock
- In the dialog that appears, look for the **Metadata Overrides > OpenType
- Features** section on the sidebar on the right, click the
- **Features (0 of N set)** text to expand the property, then click
- **Add Feature**:
- .. figure:: img/using_fonts_advanced_import_settings_opentype_features.webp
- :align: center
- OpenType feature overrides in Advanced Import Settings
- **In a specific font usage (FontVariation)**
- To use a font feature, create a FontVariation resource like you would do for a
- :ref:`variable font <doc_using_fonts_variable_fonts>`, then load a font file
- within the FontVariation resource:
- .. figure:: img/using_fonts_font_variation_create.webp
- :align: center
- Creating a FontVariation resource
- .. figure:: img/using_fonts_font_variation_load.webp
- :align: center
- Loading a font file into a FontVariation resource
- Scroll down to the FontVariation's **OpenType Features** section, click the
- **Features (0 of N set)** text to expand the property, then click **Add Feature**
- and select the desired feature in the dropdown:
- .. figure:: img/using_fonts_font_variation_opentype_features.webp
- :align: center
- Specifying OpenType features in a FontVariation resource
- For example, here's the `Inter <https://rsms.me/inter/>`__ font without the
- *Slashed Zero* feature (top), then with the *Slashed Zero* OpenType feature enabled
- (bottom):
- .. figure:: img/using_fonts_font_variation_slashed_zero.webp
- :align: center
- OpenType feature comparison (Inter)
- You can disable ligatures and/or kerning for a specific font by adding OpenType
- features, then unchecking them in the inspector:
- .. figure:: img/using_fonts_font_variation_disable_ligatures.webp
- :align: center
- Disabling ligatures and kerning for a font
- .. _doc_using_fonts_system_fonts:
- System fonts
- ^^^^^^^^^^^^
- .. warning::
- Loading system fonts is only supported on Windows, macOS, Linux, Android and iOS.
- However, loading system fonts on Android is unreliable as there is no
- official API for doing so. Godot has to rely on parsing system configuration
- files, which can be modified by third-party Android vendors. This may result
- in non-functional system font loading.
- System fonts are a different type of resource compared to imported fonts. They
- are never actually imported into the project, but are loaded at runtime. This
- has 2 benefits:
- - The fonts are not included within the exported PCK file, leading to a smaller
- file size for the exported project.
- - Since fonts are not included with the exported project, this avoids licensing
- issues that would occur if proprietary system fonts were distributed alongside
- the project.
- The engine automatically uses system fonts as fallback fonts, which makes it
- possible to display CJK characters and emoji without having to load a custom
- font. There are some restrictions that apply though, as mentioned in the
- :ref:`Using emoji <doc_using_fonts_emoji>` section.
- Create a :ref:`class_SystemFont` resource in the location where you desire to
- use the system font:
- .. figure:: img/using_fonts_system_font_create.webp
- :align: center
- Creating a SystemFont resource
- .. figure:: img/using_fonts_system_font_specify.webp
- :align: center
- Specifying a font name to use in a SystemFont resource
- You can either specify one or more font names explicitly (such as ``Arial``), or
- specify the name of a font *alias* that maps to a "standard" default font for
- the system:
- .. Android font information sourced from <https://android.googlesource.com/platform/frameworks/base/+/master/data/fonts/fonts.xml>
- +----------------+-----------------+----------------+-------------------------+-------------------------+
- | Font alias | Windows | macOS/iOS | Linux | Android |
- +================+=================+================+=========================+=========================+
- | ``sans-serif`` | Arial | Helvetica | *Handled by fontconfig* | Roboto / Noto Sans |
- +----------------+-----------------+----------------+-------------------------+-------------------------+
- | ``serif`` | Times New Roman | Times | *Handled by fontconfig* | Noto Serif |
- +----------------+-----------------+----------------+-------------------------+-------------------------+
- | ``monospace`` | Courier New | Courier | *Handled by fontconfig* | Droid Sans Mono |
- +----------------+-----------------+----------------+-------------------------+-------------------------+
- | ``cursive`` | Comic Sans MS | Apple Chancery | *Handled by fontconfig* | Dancing Script |
- +----------------+-----------------+----------------+-------------------------+-------------------------+
- | ``fantasy`` | Gabriola | Papyrus | *Handled by fontconfig* | Droid Sans Mono |
- +----------------+-----------------+----------------+-------------------------+-------------------------+
- On Android, Roboto is used for Latin/Cyrillic text and Noto Sans is used for
- other languages' glyphs such as CJK. On third-party Android distributions, the
- exact font selection may differ.
- If specifying more than one font, the first font that is found on the system
- will be used (from top to bottom). Font names and aliases are case-insensitive
- on all platforms.
- Like for font variations, you can save the SystemFont arrangement to a resource
- file to reuse it in other places.
- Remember that different system fonts have different metrics, which means that
- text that can fit within a rectangle on one platform may not be doing so on
- another platform. Always reserve some additional space during development so
- that labels can extend further if needed.
- .. note::
- Unlike Windows and macOS/iOS, the set of default fonts shipped on Linux
- depends on the distribution. This means that on different Linux
- distributions, different fonts may be displayed for a given system font name
- or alias.
- It is also possible to load fonts at runtime even if they aren't installed on the system.
- See :ref:`Runtime loading and saving <doc_runtime_file_loading_and_saving_fonts>`
- for details.
- .. _doc_using_fonts_font_prerendering:
- Font prerendering
- ^^^^^^^^^^^^^^^^^
- When using traditional rasterized fonts, Godot caches glyphs on a per-font and
- per-size basis. This reduces stuttering, but it can still occur the first time a
- glyph is displayed when running the project. This can be especially noticeable
- at higher font sizes or on mobile devices.
- When using MSDF fonts, they only need to be rasterized once to a special signed
- distance field texture. This means caching can be done purely on a per-font
- basis, without taking the font size into consideration. However, the initial
- rendering of MSDF fonts is slower compared to a traditional rasterized font at a
- medium size.
- To avoid stuttering issues related to font rendering, it is possible to
- *prerender* certain glyphs. This can be done for all glyphs you intend to use
- (for optimal results), or only for common glyphs that are most likely to appear
- during gameplay (to reduce file size). Glyphs that aren't pre-rendered will be
- rasterized on-the-fly as usual.
- .. note::
- In both cases (traditional and MSDF), font rasterization is done on the CPU.
- This means that the GPU performance doesn't affect how long it takes for fonts
- to be rasterized.
- Open the Advanced Import Settings dialog by double-clicking the font file in the
- FileSystem dock. You can also select the font in the FileSystem dock, go to the
- Import dock then choose **Advanced…** at the bottom:
- .. figure:: img/using_fonts_advanced_import_settings.webp
- :align: center
- Import dock
- Move to the **Pre-render Configurations** tab of the Advanced Import Settings dialog,
- then add a configuration by clicking the "plus" symbol:
- .. figure:: img/using_fonts_advanced_import_settings_prerender_new_configuration.webp
- :align: center
- :alt: Adding a new prerendering configuration in the Advanced Import Settings dialog
- Adding a new prerendering configuration in the Advanced Import Settings dialog
- After adding a configuration, make sure it is selected by clicking its name
- once. You can also rename the configuration by double-clicking it.
- There are 2 ways to add glyphs to be prerendered to a given configuration. It is
- possible to use both approaches in a cumulative manner:
- **Using text from translations**
- For most projects, this approach is the most convenient to use, as it
- automatically sources text from your language translations. The downside is that
- it can only be used if your project supports
- :ref:`internationalization <doc_internationalizing_games>`. Otherwise, stick to
- the "Using custom text" approach described below.
- After adding translations to the Project Settings, use the
- **Glyphs from the Translations** tab to check translations by double-clicking them,
- then click **Shape All Strings in the Translations and Add Glyphs** at the bottom:
- .. figure:: img/using_fonts_advanced_import_settings_prerender_translation.webp
- :align: center
- :alt: Enabling prerendering in the Advanced Import Settings dialog with the Glyphs from the Translations tab
- Enabling prerendering in the Advanced Import Settings dialog with the **Glyphs from the Translations** tab
- .. note::
- The list of prerendered glyphs is not automatically updated when
- translations are updated, so you need to repeat this process if your
- translations have changed significantly.
- **Using custom text**
- While it requires manually specifying text that will appear in the game, this is
- the most efficient approach for games which don't feature user text input. This
- approach is worth exploring for mobile games to reduce the file size of the
- distributed app.
- To use existing text as a baseline for prerendering, go to the **Glyphs from the
- Text** sub-tab of the Advanced Import Settings dialog, enter text in the window
- on the right, then click **Shape Text and Add Glyphs** at the bottom of the
- dialog:
- .. figure:: img/using_fonts_advanced_import_settings_prerender_text.webp
- :align: center
- :alt: Enabling prerendering in the Advanced Import Settings dialog, Glyphs from the Text tab
- Enabling prerendering in the Advanced Import Settings dialog with the **Glyphs from the Text** tab
- .. tip::
- If your project supports :ref:`internationalization <doc_internationalizing_games>`,
- you can paste the contents of your CSV or PO files in the above box to quickly
- prerender all possible characters that may be rendered during gameplay
- (excluding user-provided or non-translatable strings).
- **By enabling character sets**
- The second method requires less configuration and fewer updates if your game's
- text changes, and is more suited to text-heavy games or multiplayer games with
- chat. On the other hand, it may cause glyphs that never show up in the game to
- be prerendered, which is less efficient in terms of file size.
- To use existing text as a baseline for prerendering, go to the **Glyphs from the
- Character Map** sub-tab of the Advanced Import Settings dialog, then
- *double-click* character sets to be enabled on the right:
- .. figure:: img/using_fonts_advanced_import_settings_prerender_character_map.webp
- :align: center
- :alt: Enabling prerendering in the Advanced Import Settings dialog, Glyphs from the Character Map tab
- Enabling prerendering in the Advanced Import Settings dialog with the **Glyphs from the Character Map** tab
- To ensure full prerendering, the character sets you need to enable depend on
- which languages are supported in your game. For English, only **Basic Latin**
- needs to be enabled. Enabling **Latin-1 Supplement** as well allows fully
- covering many more languages, such as French, German and Spanish. For Russian,
- **Cyrillic** needs to be enabled, and so on.
- Default project font properties
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- In the **GUI > Theme** section of the advanced Project Settings, you can choose
- how the default font should be rendered:
- - **Default Font Antialiasing:** Controls the
- :ref:`antialiasing <doc_using_fonts_antialiasing>` method used
- for the default project font.
- - **Default Font Hinting:** Controls the
- :ref:`hinting <doc_using_fonts_hinting>` method used for
- the default project font.
- - **Default Font Subpixel Positioning:** Controls the
- :ref:`subpixel positioning <doc_using_fonts_subpixel_positioning>`
- method for the default project font.
- - **Default Font Multichannel Signed Distance Field:** If ``true``, makes the
- default project font use :ref:`MSDF font rendering <doc_using_fonts_msdf>` instead
- of traditional rasterization.
- - **Default Font Generate Mipmaps:** If ``true``, enables
- :ref:`mipmap <doc_using_fonts_mipmaps>` generation and
- usage for the default project font.
- .. note::
- These project settings *only* affect the default project font (the one that
- is hardcoded in the engine binary).
- Custom fonts' properties are governed by their respective import options
- instead. You can use the **Import Defaults** section of the Project Settings
- dialog to override default import options for custom fonts.
|