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?
What is the new method of importing TTF fonts into 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
orDynamic 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 theFont 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.
- Edited
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).