TextServerDummy in Godot – Complete Guide

When delving into game development with Godot Engine, you’ll encounter numerous tools and classes designed to enrich the gaming experience. Among these is the TextServerDummy class in the upcoming Godot 4 version, a rather unique component that serves a special purpose within the development environment. Whether you’re an early navigator in the vast sea of coding or already a seasoned coder, understanding this functionality will add another tool to your game creation arsenal. So let’s gear up and explore the realm of text servers, and particularly focus on the capabilities and use cases of the TextServerDummy class, which may seem simple at first, but it holds its own weight in game development.

What is TextServerDummy?

TextServerDummy is part of Godot’s text server architecture in the highly-anticipated Godot 4 release. Text servers are the underlying system responsible for everything related to text handling in the engine: from font management to text layout and rendering. By default, Godot uses a more fully-featured text server that handles a variety of complex tasks. However, TextServerDummy provides a barebones alternative:

Features and Functionality

  • A dummy interface that skips over rendering text.
  • It is used to free up memory, as typical text servers can be resource-intensive.
  • Helpful for performance testing and comparisons within user interfaces.

What is it used for?

Imagine you’re fine-tuning a game that’s dense with graphical content and logic. The performance starts to buckle under the weight, and you need to pinpoint the culprit. This is where TextServerDummy shines. By stepping in as a lightweight placeholder, it helps in determining how much of your performance overhead is due to text rendering. The class can also be valuable if you’re developing a game that doesn’t rely on text rendering at times, helping save those precious computational resources.

Why Should I Learn About TextServerDummy?

Understanding how to utilize the TextServerDummy class can be a game-changer, quite literally:

  • Optimizing Game Performance: It gives you the ability to optimize your game’s performance by providing insights into the impact of text rendering on your CPU and memory resources.
  • Resource Management: It’s an excellent way to learn about resource management, especially for developers eager to create more efficient and smoother-running games.
  • Use Case Exploration: By learning to control various facets of the game development process, you’ll better understand when and how to employ different tools for different scenarios.

Being well-versed with TextServerDummy thus not only bolsters your troubleshooting toolkit but also deepens your comprehension of Godot’s text-related subsystems, allowing you to tailor your game’s performance to perfection. Let’s continue to the code tutorials where we’ll explore TextServerDummy with real-world examples.

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Creating a TextServerDummy Instance

To put TextServerDummy into action, we first need to create an instance of it. This is typically done at the start of your script. Here’s how to establish a TextServerDummy in Godot’s GDScript:

var text_server_dummy = TextServerDummy.new()

Once created, you can assign it as your main text server, although it’s not common to replace the default text server with the dummy in a runtime environment. This is more for testing and optimization purposes:

OS.text_server = text_server_dummy

Comparing Performance with TextServerDummy

To truly understand the impact of text rendering on your game, compare the performance metrics with and without TextServerDummy. First, measure your game’s performance using the default text server:

var default_server = OS.text_server
OS.text_server.prepare_for_draw()  # Assure rendering process is active

# Your game logic here

var end_time = OS.get_ticks_msec()
print("Performance with default server: ", end_time - start_time, " ms")

Then, switch to the TextServerDummy and measure the performance once more:

OS.text_server = text_server_dummy
text_server_dummy.prepare_for_draw()  # No actual drawing will happen

# Repeat the same game logic here

end_time = OS.get_ticks_msec()
print("Performance with TextServerDummy: ", end_time - start_time, " ms")

These snippets will give you a comparative view on the amount of time saved when text rendering is disabled.

Using TextServerDummy in Specific Game Scenes

There may be scenarios within your game where text rendering is temporarily unnecessary. During such instances, you can toggle the text server. Let’s see an example when entering and exiting a specific scene:

func enter_scene_without_text_rendering():
    OS.text_server = text_server_dummy
    # Load and display non-text heavy scene

func exit_scene_without_text_rendering():
    OS.text_server = default_server
    # Return to text-heavy gameplay

This lets you optimize resources for sections of your game that are not dependent on text rendering.

Deallocating a TextServerDummy

When you’re done with the dummy text server, it’s important to properly deallocate it to prevent memory leaks. This entails removing the instance you created:


Ensuring that TextServerDummy is appropriately managed keeps your game’s performance stable and your memory usage in check. Remember that this process is just as critical as any other aspect of game development and maintenance.As we continue exploring TextServerDummy, let’s dive deeper into practical ways to integrate this class into your game development workflow. Godot Engine’s GDScript provides an intuitive approach to scripting that eases the learning curve for developers. Here are several examples of how TextServerDummy can be utilized further:

Enabling and Disabling TextServerDummy Dynamically

Sometimes, you might want to toggle the text server on-the-fly, such as for temporary performance boosts. Consider the following code for enabling and disabling the TextServerDummy dynamically:

func _on_PerformanceButton_pressed():
    if OS.text_server is TextServerDummy:
        OS.text_server = default_text_server  # Switch back to the default server
        print("Switched to the default text server.")
        OS.text_server = text_server_dummy  # Enable the dummy text server
        print("Switched to TextServerDummy.")

In this example, a button press will switch between the regular text server and the dummy server, allowing you to assess the impact of text rendering in real-time.

Assessing Text Layout with TextServerDummy

By default, TextServerDummy doesn’t handle text layout, but you can override this for testing purposes. Here’s how you can use TextServerDummy to simulate basic text layout:

func _on_TextLayoutButton_pressed():
    var layout = text_server_dummy.create_dynamic_font_at_size("res://fonts/my_font.tres", 14)
    text_server_dummy.begin_layout(layout, 400)
    # Here you would add text and glyphs as needed, normally done by the full text server
    # This is a dummy example and will not render actual text

    # Perform memory and performance tests here

This function simulates the process of laying out text using a dummy font. This method is useful for testing how your game performs under different font and text situations.

Monitoring TextServerDummy Resource Usage

One advantage of using TextServerDummy is the reduced memory footprint. Let’s see how we can monitor the memory usage:

func _on_MemoryUsageButton_pressed():
    var initial_memory_usage = OS.get_static_memory_usage()
    OS.text_server = text_server_dummy

    # Simulate game logic that would normally incur text rendering costs

    var final_memory_usage = OS.get_static_memory_usage()
    OS.text_server = default_text_server  # Revert to the default text server
    print("Memory saved with TextServerDummy: ", initial_memory_usage - final_memory_usage, " bytes")

By comparing the static memory usage before and after the dummy server’s use, you can quantify the memory overhead saved when text rendering is sidelined.

Batch Processing with TextServerDummy

If your game includes batch processing or operations where text rendering is unnecessary, using TextServerDummy can speed up those processes. Consider this example where we process a bulk of data without the need for text rendering:

func process_batch_data():
    # Assume data processing that doesn't need text rendering
    for data_chunk in batch_data:
    # Text rendering is irrelevant here, so we use the dummy server

Before entering the batch processing mode, set the `OS.text_server` to `text_server_dummy`. After processing, switch back to the default text server.

The versatility of TextServerDummy allows developers to fine-tune the performance of a game, especially when dealing with intricate scenes or heavy processing tasks. It’s crucial to understand the mechanics of TextServerDummy to take full advantage of its capabilities and ensure it fits into your optimization strategy effectively. Remember to always switch back to the primary text server after performing any operations with TextServerDummy to maintain the integrity of your game’s text rendering capabilities.Continuing our exploration into practical applications of TextServerDummy in Godot Engine, let’s now look at some advanced scenarios where this class proves invaluable:

Handling Language Support Testing

When preparing your game for internationalization, you might want to test language support minus the rendering overhead. Here is how TextServerDummy can be utilized while adjusting font assets for different languages:

func _test_language_support():
    var font_path = "res://fonts/my_font_{language}.tres"
    var languages = ["en", "es", "jp"]

    for language in languages:
        OS.text_server = text_server_dummy
        var font_resource = load(font_path.format({"language": language}))
        # Perform language-specific font handling without rendering.
        print("Font metrics for ", language, ": ", OS.text_server.get_font_height(font_resource))

    # Switch back to the default text server after testing
    OS.text_server = default_text_server

Multi-threaded Performance Tuning

If your game benefits from multi-threading, you might need to test the performance without text rendering contention. Here’s an example using TextServerDummy alongside thread operations:

func _process_in_thread():
    var thread = Thread.new()
    thread.start(self, "_thread_function")

func _thread_function():
    OS.text_server = text_server_dummy
    # Perform multi-threaded operations here.
    OS.text_server = default_text_server
    print("Thread operation completed with minimized text server overhead.")

Note: Make sure to carefully control access to the text server when using threads to prevent race conditions.

GUI Elements with Static Textures

You might have GUI elements that use text but actually don’t need the text server because they are static textures. Here’s how to handle those GUI elements with TextServerDummy:

func _on_StaticGUIElement_enter_screen():
    OS.text_server = text_server_dummy
    # Load and display GUI element with pre-rendered text as texture.

func _on_StaticGUIElement_exit_screen():
    OS.text_server = default_text_server
    # Proceed with regular text rendering tasks.

Command Line Tools

For developers automating tasks or running command line tools using Godot, TextServerDummy can streamline operations by omitting unnecessary text rendering:

# In a command line script executed by Godot
if OS.has_feature("server"):
    OS.text_server = text_server_dummy
    # Automated tasks that do not require text rendering.

Using the `has_feature(“server”)` check ensures that the dummy server is only used in a non-graphical headless server environment, commonly used for automation tasks.

Testing Alternative Text Server Implementations

Godot Engine allows for the creation of custom text server implementations. Use TextServerDummy as a benchmark or comparison:

var custom_text_server = MyCustomTextServer.new()

func _run_comparison_tests():
    var start_time_default, end_time_default, start_time_custom, end_time_custom

    OS.text_server = default_text_server
    start_time_default = OS.get_ticks_usec()

    # Run text rendering and processing tasks.

    end_time_default = OS.get_ticks_usec()

    OS.text_server = custom_text_server
    start_time_custom = OS.get_ticks_usec()

    # Repeat the same tasks.

    end_time_custom = OS.get_ticks_usec()

    print("Default text server took: ", end_time_default - start_time_default, "μs")
    print("Custom text server took: ", end_time_custom - start_time_custom, "μs")

By implementing these examples, developers can leverage TextServerDummy to mitigate the performance constraints of text handling, allowing for efficient development and optimization, especially during phases where text rendering is a non-critical process. The contexts provided demonstrate the flexibility and efficiency gains that can be achieved through the thoughtful application of TextServerDummy in various game development scenarios.

Continue Your Game Development Journey

The path of learning is never-ending, and your curiosity about game development with Godot Engine is just the beginning. There’s a whole universe of knowledge waiting for you, and we are here to guide and support every step of your journey. If you’re looking to expand your expertise, taking the next leap into our Godot Game Development Mini-Degree is a fantastic way to continue enriching your skillset.

This extensive program dives deep into the features of Godot 4, a versatile and open-source engine perfect for creating both 2D and 3D games. With seven comprehensive courses, you’ll tackle various essential topics and industry-standard practices. Whether you’re at the start of your game development career or aiming to sharpen your existing skills, our curriculum will equip you with the knowledge necessary to create engaging games and a robust portfolio of real Godot projects.

Furthermore, if you wish to explore a broader selection of courses and tutorials, our entire catalog of Godot courses offers a rich library of content suitable for all learning stages. Explore the possibilities at Zenva’s Godot courses collection. Whatever you choose as your next destination, with Zenva you can learn at your own pace and grow from beginner to professional in no time.


Embarking on your game development adventure with Godot Engine is a thrilling experience, full of discovery and creativity. Understanding how components like TextServerDummy can optimize your game’s performance is a testament to the power and flexibility of this engine. Whether you’re refining the fine details or laying out the grand canvas of your game, we at Zenva are enthusiastic about supporting and nurturing your growth in this dynamic field.

So, as you carry forward with the tools and knowledge from this tutorial, remember that this is just a fragment of what you can achieve. Continue to expand your capabilities with our Godot Game Development Mini-Degree, and transform your passion into tangible, interactive experiences. Let’s create, learn, and most importantly—let’s make games that resonate and inspire.

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