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  • What is the new method of importing TTF fonts into Godot 3?

I used to be able to import TTF fonts on Godot 2 into a BItmapFont allowing me to customize the size, etc, but now the option to import is no longer available. How do I do this now in Godot 3?

You now have to make either a Bitmap Font or Dynamic Font resource in your theme or in the font override. Then you need to click on it to open it. All of the settings are there (font size, filtering, etc).

Under Font you can load the actual .TTF file, by loading it into the Font Data setting.

@TwistedTwigleg said: You now have to make either a Bitmap Font or Dynamic Font resource in your theme or in the font override. Then you need to click on it to open it. All of the settings are there (font size, filtering, etc).

Under Font you can load the actual .TTF file, by loading it into the Font Data setting.

There is no Font option on BitmapFont though?

I looked through Github, and it looks like you cannot currently import bitmap fonts from the editor. This Reddit post shows one way to get around the issue though, so maybe it's worth a look?

But from what I've seen (and searched), a .TTF file is for DynamicFont objects, not BitmapFont objects. If you have a .TFF file, I would highly suggest using a DynamicFont, since then you can load it from the editor.

For most use cases, DynamicFont is more suited as it can be rendered at any resolution without having to reimport it. Just create a DynamicFont resource in any node that accepts a font property (such as Label), edit it then load a font file in its Data property (TTF or OTF).