So, I have a RichTextLabel showing certain amount of text, and some of the text is hidden outside the box. I don´t want the user to scroll down so he can see that hidden text.
With scroll_active I can disable the scroll bar and in desktop it works just fine. But in android, user can scroll pushing over the text in the tactil screen. I think it is a a inherited feature from a scrollcontainer o something like that but the vertical scroll property of that class is not avaliable in RichTextLabel.

How do i do to block the undesired scrolling in RichTextLabel?

Thank you.

Sounds like it could be a bug, if scrolling is disabled on desktop but not on mobile, as both desktop and mobile should function the same way. Maybe the touchscreen sends a swipe signal or or something, so it doesn't need the scroll bar, though if that is the case then the mouse wheel should in theory still scroll too. If the mouse wheel on desktop cannot scroll, but the Android device can, then it might not be a bad idea to open a bug report on the Godot repository.

I don't know of any solutions right off, unfortunately. Maybe try using the get_v_scroll function and set min_value and max_value to 0. You might also need to set allow_greater and allow_lesser to false. I don't know if that will fix the issue though, since the issue might not directly be the scrollbar.

Another thing you can try is call scroll_to_line(0) every _process call. It would kinda be more of a workaround than a proper fix, but it might work.

Outside of that, I'm not sure right off. I'll keep a look out for other potential solutions though and will post them if I find any.

So many thanks! :) Your min/max value does not work but pointed me in the right direction. Nothing seemed to work, even set_process, internal or input to false from vscroll failed to do a thing. But I just set a get_v_scroll.step=10000 and get the job done. It´s a dirty code trick but it is better than nothing.

Definitely a bug, the fifth critical bug I just found for a simple text project. Three of them I was able to patch, but two are core hardoced, just reported, recognized and still waiting to be fixed. I´m seriouslly thinking about cancel the godot developmente and switch back to unity despite I don´t like unity´s policy becasuse I´m afraid eventually hit againts a project-stopping bug that make a lot of time and resources lost in the process. So frustrating...