TextureFont screenshot 1
M

Publisher

micky

TextureFont

Tools
Font UI Customizable Graphics Retro Colorful Creation WIP

TextureFont is an addon for Godot that allows creating fonts from textures from directly within the editor. This addon adds a new TextureFont resource that defines how each character is mapped to the texture(s). These resources can be used anywhere a font is expected (Such as Label, Button, TextEdit). They allow for fancier, more colorful or more retro-looking fonts over the standard formats. See the repository for more information: https://github.com/Mickeon/Godot-Texture-Font

[!WARNING] This port from 3.x is still "Work in Progress". Some things may not work properly, a few things may break over time.

TextureFont for Godot 4.2+

TextureFont is an addon for Godot that allows creating fonts from textures from directly within the editor. This addon adds a new TextureFont resource that defines how each character is mapped to the texture(s). These resources can be used anywhere a font is expected (Such as Label, Button, TextEdit, etc.). They allow for fancier, more colorful, or more retro-looking fonts over the standard formats.

Although not up-to-date, the original guide should suffice as a point of reference. However, it shouldn't be too hard to figure out. What you do need to know for starters:

  • Enable this addon in the Project Setting's "Plugins" tab;
  • Navigate to the File System dock, right click and select "New Resource...";
  • Look up and pick "TextureFont". Once it has been created, select it;
  • Congratulations! The Texture Font editor is now open. O joy of creation.

Credit to @ElectronicBlueberry for the original addon. This port was initially tailored specifically to my project. However, I feel like the public would benefit from it as well.

Notable differences currently include:

  • Image scale and interpolation are disabled.
    • A better, more dynamic solution may be added in the future.

[!NOTE] This port uses a very hacky solution to use a placeholder texture temporarily whenever a TextureFont is saved in the editor, to avoid massive data bloat. This causes Git to report false changes and may also cause a few errors on save. This is not avoidable in 4.2, but should be addressed from 4.3 forward (see https://github.com/godotengine/godot/issues/82254).