I have a problem resizing the font of a RichLabel. I do everything 'by the book' ('by the YouTube tutorial video' nowadays). 1. I select the RichTextlable 2. I go to CustomFonts. 3. I select Load Dynamic Fonts 4. In the Fonts box, I load the desired Font I want. 5. In the settings drop down box, I select a size of 50 6. I save the whole thing to a .tres file. 7. I reload the *.tres file

There is no change in the font size. I run the program to see if it changes when it runs, but nothing happens.

Are you changing the normal font or a different font? The normal font in a RichTextLabel is the font used when the text doesn't have special markup (bold, italic, etc). Its the one that is most commonly used so changing it should change the majority of the text.

If the font is changed though, I'm not sure right off. Are you saving the font as well into the .tres or is the font its own .tres file? Also, what version of Godot are you using?

I'm using Godot 3.1 About the .tres file, I do not know, but I have attached a file to let you see what is happening.

Try putting the font resource into the Normal Font property instead of the Mono Font property. The Mono Font property is only for when you are using BBCode that tells the RichTextLabel to render in the mono style.

It's in the same place a few lines below the Mono font you selected (look at the bottom right part of the image you posted above). You should clear Mono font (uncheck) then check Normal font and add your font.

TBF it really is a odd ordering choice. I'd have expected the font types to be listed in reverse in the UI.

4 days later

@Megalomaniak said: TBF it really is a odd ordering choice. I'd have expected the font types to be listed in reverse in the UI.

I looked around in the Godot source code and there doesn't appear to be a way to reorder theme items exposed in the inspector, unfortunately. The order in which the get_font() calls appear in the source code doesn't influence how they'll appear in the inspector.

2 years later