RichTextLabel in Godot – Complete Guide

Welcome to our journey through the world of RichTextLabel in Godot 4. When creating games, the way information is presented to players can have a huge impact on their experience. This is where Godot’s RichTextLabel comes into play – a versatile UI control designed to handle text with complex styling and formatting needs.

In this tutorial, we’re going to dive into the capabilities of the RichTextLabel, how to effectively leverage its features, and why learning to utilize it is a significant step forward for any burgeoning game developer. By the end of this guide, you’ll be equipped with the knowledge to create dynamic and visually appealing text elements that can elevate your game’s UI.

What Is RichTextLabel?

RichTextLabel is a Godot control node, which allows developers to display text with various styling options. It supports custom fonts, images, and a range of formatting options like bold, italics, and underlining. It also incorporates its own tag system, much like HTML, which Godot refers to as BBCode.

What Is It Used For?

A RichTextLabel can be used to create engaging dialogues, in-game lore descriptions, dynamic instructions, and any other text element where flexibility and aesthetics matter. The capacity to mix fonts, insert images, and manage the layout makes it a powerful tool for creating a professional and immersive UI experience for game players.

Why Should I Learn It?

Understanding how to implement RichTextLabel in your games is crucial for several reasons:

– **Enhanced Text Presentation:** Allows for a better narrative experience through the customization of text elements.
– **More Engaging UIs:** By styling and formatting text, you can draw player attention and deliver information effectively.
– **Accessibility:** Text customization improves readability for various players, including those with visual impairments.

By mastering RichTextLabel, you open up a world of opportunities to create a more interactive and enjoyable gaming environment. Now that you’re familiar with what a RichTextLabel is and its possibilities, let’s start by delving into the basics of implementing this control in your Godot projects.

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Setting Up a RichTextLabel in Godot

To get started with RichTextLabel, you first need to add one to your scene. Navigate to your scene in Godot and do the following:

var rich_text_label =
rich_text_label.set_text("Hello, Zenva!")

In this example, we programmatically create a new RichTextLabel, add it to the current scene, and then set its text. If you prefer using the Godot editor directly, you can drag a RichTextLabel node into your scene and set the text using the inspector panel.

Applying Basic Styling with BBCode

RichTextLabel’s ability to parse BBCode tags means you can easily apply styling directly within your text string. It is essential to enable BBCode for the label first, which allows it then to parse any tags you include:

rich_text_label.bbcode_enabled = true
rich_text_label.bbcode_text = "This is [b]bold[/b], this is [i]italic[/i], and this is [u]underlined[/u]."

This code will display text with ‘bold’, ‘italic’, and ‘underlined’ aesthetics applied to the appropriate segments.

Adding Colors and Fonts

To further enhance your text, you can also define colors and use custom fonts:

rich_text_label.bbcode_text = "This is [color=red]red[/color], this is [color=blue]blue[/color]."

For changing the font, you’ll need to create a DynamicFont resource and apply it:

var dynamic_font =
dynamic_font.font_data = load("res://path/to/your/font.tres")
rich_text_label.add_font_override("normal_font", dynamic_font)
rich_text_label.bbcode_text = "This is text with a [font=res://path/to/your/font.tres]custom font[/font]."

Remember to replace “res://path/to/your/font.tres” with the actual path to your font resource.

Inserting Images and Using Newlines

BBCode in RichTextLabel supports the embedding of images directly within your text. Additionally, you can use the newline tag to break up your text. Here is how you can do both:

rich_text_label.bbcode_text = "This is some text.\\nAnd this is a [img]res://path/to/your/image.png[/img] Image!"

Make sure you’ve added an image to your project directory and reference its path correctly.

Scrolling and Wrapping Text

For text that exceeds the size of the RichTextLabel, you will want to enable scrolling and text wrapping:

rich_text_label.scroll_active = true
rich_text_label.wrap_mode = RichTextLabel.WRAP_WORD

This ensures text utilizes word wrapping and lets users scroll through the content if it’s too long to fit all at once.

These examples demonstrate the tip of the iceberg when it comes to the dynamic styling and formatting capabilities of RichTextLabel in Godot 4. In the next section, let’s explore how to manage user interaction and control the scroll programmatically for an enhanced UX.Managing User Interaction

To make your text interactive, Godot’s RichTextLabel offers the “meta” tag, which can be used to define clickable portions of text. When a user clicks on a word or phrase enclosed in a meta tag, it triggers the “meta_clicked” signal. Here’s how to use it and connect a signal to manage user interaction:

rich_text_label.bbcode_text = "Click [url=my_meta]here[/url] for a surprise!"
rich_text_label.connect("meta_clicked", self, "_on_Meta_Clicked")

func _on_Meta_Clicked(meta):
    print("Meta was clicked:", meta)

The signal handler `_on_Meta_Clicked` gets called with the `meta` parameter being the content of the ‘url’ attribute. Replace `my_meta` with the data you want to associate with the click.

Customizing Scroll Behavior

You may want to control where the RichTextLabel begins in terms of scrolling, especially if it contains a long passage. Here’s how to set the top line that the RichTextLabel will be scrolled to on startup:

rich_text_label.scroll_to_line(0)  # Scrolls to the beginning of the text

Moreover, you can connect to the `scrolling` signal to get updates when users scroll through the text:

rich_text_label.connect("scrolling", self, "_on_RichTextLabel_Scrolling")

func _on_RichTextLabel_Scrolling(value):
    print("Currently scrolled to line: ", value)

This function would output the line number that the user has scrolled to.

Creating Interactive Tables

To structure your information, you can create tables within your RichTextLabel. This is ideal for leaderboards, inventory systems, or any content that requires a tabular format:

rich_text_label.bbcode_text = """
    [cell]Header 1[/cell]
    [cell]Header 2[/cell]
    [cell]Header 3[/cell]
    [cell]Row 1 Column 1[/cell]
    [cell]Row 1 Column 2[/cell]
    [cell]Row 1 Column 3[/cell]

The above code will create a two-row table: the first row as headers and the second as data.

Handling Sizing and Visibility

Sometimes, you might want certain text to be visible only under specific conditions or to dynamically resize your RichTextLabel to fit its content. To do so, you use the `visible_characters` property and set the `rect_min_size` accordingly:

# Make only the first 100 characters visible
rich_text_label.visible_characters = 100

# Automatically resize the height to fit the text
rich_text_label.rect_min_size = Vector2(rich_text_label.rect_min_size.x, -1)

Animating Text with Custom Effects

RichTextLabel allows you to create custom effects that can animate text, such as making it fade in or shake. Here is an example of how to set up a custom effect:

var fadeInEffect =

# This is a simplified example. You would need to define the logic of your effect in the script attached to `fadeInEffect`.

rich_text_label.bbcode_text = "[effect=fade_in]This text will have the fade-in effect![/effect]"

The “fade_in” tag should be defined in your `RichTextEffect` script, which requires GDScript understanding to fully implement.

By incorporating these features and examples into your game, you can take advantage of Godot 4’s robust text rendering capabilities, providing players with an engaging and seamless gaming experience. Whether using clickable text for in-game navigation or animating dialogue for more compelling storytelling, RichTextLabel opens up a world of creative possibilities for your user interfaces.Animating Text with Custom Effects

RichTextLabel in Godot 4 allows you to incorporate animation effects directly into your text. Imagine having your text fade, shake, or change color over time — this can be done by adding custom effects. Let’s explore how you can create a simple fade-in effect:

var fade_effect_script = preload("res://path/to/your/")

var fade_effect =

rich_text_label.bbcode_text = "[fade]This text will fade in.[/fade]"

In this example, we assume that `` is a script that inherits from `RichTextEffect` and defines how the fade in should work. The `[fade]` tag triggers this effect, starting at the tag’s position in the text.

Pausing and Resuming Animations

Sometimes, you may want to control the flow of your text animations or effects by pausing and resuming them. It can be useful in situations such as waiting for player input before continuing a sequence:

# ... do some game logic or wait for input ...

In this code, you pause and resume the effect with the name “fade”. Make sure to match this with the name given in your custom effect script.

Controlling Text Content Dynamically

In a game, dynamic content is key. With RichTextLabel, you can update your text in response to game events:

func update_score(score):
    rich_text_label.bbcode_text = "Your score is: [b]" + str(score) + "[/b]"

This function changes the label’s text to display the player’s score, which is styled bold using BBCode.

Scrolling to Specific Content

When handling a large amount of text, it may be necessary to programmatically find and scroll to specific content, such as a keyword or a dialogue line:

var keyword = "important"
var line_to_scroll = rich_text_label.find_line_with_text(keyword)

In the code snippet above, `find_line_with_text` searches for a line containing the word “important” and scrolls the text to make that line visible.

Injecting Clickable Content

Interactive storytelling or menus can greatly benefit from clickable text. By injecting clickable text anywhere within your RichTextLabel content, you deepen user engagement:

func append_clickable_text(text, meta):
    rich_text_label.append_bbcode("[url=" + str(meta) + "]" + text + "[/url]")

This function appends new text to the existing content and wraps it with a URL tag, which is Godot’s way to handle clickable text. The `meta` parameter is data you want associated with the clickable text.

Managing Overflow and Expansion

Handling overflow is important to ensure that your UI doesn’t break with unexpected text lengths. Here’s how to adjust the RichTextLabel to avoid or handle overflow:

rich_text_label.rect_clip_content = true  # Enables clipping
rich_text_label.rect_min_size = Vector2(400, 300)  # Sets minimum size

These settings enable content clipping and set a minimum size for the RichTextLabel, preventing it from shrinking below a certain size which could cause text to overflow.

In conclusion, Godot’s RichTextLabel provides a wealth of features for detailed and dynamic text rendering, giving you the tools to create lively and responsive game UI. Through learning and experimenting with these examples, you’ll be able to convey information beautifully and interactively—taking your player’s experience to new heights. Ready to start coding your own game UI? Try implementing these features in your next Godot project!

Continue Your Game Development Journey

Ready to take your Godot skills to new heights? Congratulations on mastering the essentials of the RichTextLabel in Godot 4—it’s just the beginning of your game development adventure. To keep expanding your knowledge and skills, dive into our Godot Game Development Mini-Degree. This collection of meticulously crafted courses takes you further into the world of game development with Godot 4, offering an extensive curriculum that covers everything from 2D and 3D game creation to complex gameplay mechanics.

Whether you’re a beginner eager to enter the realm of game building or an experienced developer looking to polish your craft, our Mini-Degree will guide you step by step on your learning path. The beauty of Godot lies in its flexibility and performance, complemented by the fact that it’s completely free and open-source. Our courses are designed to be accessible, convenient, and practical—helping you forge a portfolio of real Godot projects that showcase your burgeoning skills to the world.

Don’t stop here—venture forth and explore the broad collection of Godot courses available at Zenva. With over 250 supported courses, you can transform from a novice to a pro at your own pace, all while creating amazing games and earning certificates. Secure your future in game development with Zenva; start your next course today, and keep coding, keep creating, and keep leveling up!


As you’ve seen, the RichTextLabel node is a fundamental component in crafting detailed, interactive, and stylistically complex text for your Godot games. The knowledge you’ve gained from this tutorial is a stepping stone towards creating immersive experiences that captivate your players. Remember, the way you present game information can be just as impactful as the gameplay itself, so use these new skills to enhance storylines, dialogue, and in-game documentation.

Don’t let the momentum stop here—continue to harness the full potential of Godot with our comprehensive Godot Game Development Mini-Degree. At Zenva, we believe in empowering you with the skills to bring your dream game projects to life. With each new feature you master, each line of code you write, and each course you complete, you’re building a robust foundation for a successful future in the game industry. So let’s keep creating, learning, and growing together with Zenva!

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