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  • Using Fonts — Godot Engine (stable) documentation in English
    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
  • Quick Tip: Dynamic Font Scaling : r godot - Reddit
    I was having some trouble with dynamically scaling the font size of a Label today in gdscript I had created the label added in a custom font, set it to DynamicFont, defined the size and dragged in the TrueType Font I then tried to use the following code: func resize_font(newSize): var object = $Label var font = $Label get_font("", "")
  • Is there auto font size like in Unity - Help - Godot Forum
    Is there any built in features that make it so when text is too big for a label it shrinks to fit the label like the “Auto Font Size” feature in Unity Or any code that would do something similar?
  • Godot 4 DynamicFont? : r godot - Reddit
    Is there a way to setup a dynamic font in Godot 4? I know in 3 you just select 'New DynamicFont' in the Theme Overrides and the font would scale up when I ran the game
  • DynamicFont — Godot Engine (3. 5) documentation in English
    DynamicFont renders vector font files dynamically at runtime instead of using a prerendered texture atlas like BitmapFont This trades the faster loading time of BitmapFont s for the ability to change font parameters like size and spacing during runtime
  • font size is changed by scaling, but blurry - Godot Forum
    Not sure how you are using the font but, you shouldn’t modify the scale directly as it will cause blurriness or pixelization Instead, you need to use a dynamic font, and set the font size from the dynamic font’s settings
  • Godot - making labels on demand, and setting their font size with . . .
    Since your example uses the same font and size for all items, you just need to create a DynamicFont with the desired font and size, and assign this to the custom_font field of the ItemList It is easiest to do this through the editor
  • Default font size of DynamicFont · Issue #24239 · godotengine godot
    Set the default font size of a DynamicFont to something greater than zero In my opinion it is counterintuitive that you have to change the size first to see the font text The default font size should be something like 15 - 20 Add a Label to a scene Go to Custom Fonts and add a DynamicFont The default size is zero
  • Godot 4 Dynamic Font Size : r godot - Reddit
    Like the font shrinks when the text inside is longer and grows when shorter? No, you'll need to do it yourself I did an implementation to answer a similar question: clip_text = true item_rect_changed connect(_on_item_rect_changed) match property: "text": # listen for text changes update_font_size() return false var font = get_theme_font("font")





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