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  • Good practice with GODOT Theme and multiple size of fonts in UI

Hello, I face very often the same problem in my projects, I create one theme for whole project, I design buttons, I apply dynamic font and other things but... sometimes size of title screen and text in buttons should be different but theme determine only one font and size to whole text in project. I know how to change it, I can use custom font in project or something, but my question is how to use it properly to keep project clean and professional?

If you want to keep it professional and minimalistic, it's probably a good idea to make separate themes for different sizes or even a group of nodes. For example you'd have the same theme however with a large font size and you'll only use that for Titles and headings. I think your other option would be to manually override the font size for every node, but that's not very neat.

9 days later

The point is, if I assign dynamic font to the theme and set a font size, how can I make that size different for multiple objects in the same control node?

In that case you would have to make another font, I believe. It will scale with resolution, but at fixed rate (so if two buttons need different sizes, they need separate fonts).

Because you know in theme you just set one dynamic font but on the screen you have buttons,UI,dialogue text and everything should use different size of font, is that good habit then to replace theme font for each of this object to custom font and make new dynamic fonts for all of them?

Well depends how much different text you have. If there are like 2 or 3 variations, then maybe just have 2 or 3 themes is the best option. If you have 10 or 20 different fonts, you might have to come up with something more complex (like loading fonts dynamically).

a year later