TextServerFallback in Godot – Complete Guide

Diving into the realm of game development brings its own set of challenges and intriguing tools to master, one of which being the handling of text within your game’s engine. Godot, a popular game engine known for its versatility and user friendliness, provides developers with powerful means of managing text, an essential component for interfaces, dialogues, and narrative-driven games. Understanding and utilizing Godot’s text server system can greatly enhance the way your game presents and manipulates text.

Here, we’ll explore the Godot 4 ‘TextServerFallback’ class, a valuable asset for working with text in a simpler and faster manner, albeit with some limitations. This primer will guide you through the TextServerFallback capabilities and how it compares to other text servers, providing examples to illustrate its use. Take this journey through the world of Godot text servers, and you’ll come to see the strategic advantages they can offer in the crafting of your video game’s storytelling and interface design.

What is TextServerFallback?

The ‘TextServerFallback’ is a class in Godot 4 that acts as a simplistic alternative to the more complex ‘TextServer’ implementations. It is designed to provide a more performance-friendly option for game developers when dealing with large amounts of text.

What is it for?

This streamlined version of a text server significantly reduces processing overhead by forfeiting support for bidirectional text (BiDi) and complex text layouts, which are often needed for languages with right-to-left scripts or intricate typesetting specifications.

Why Should I Learn It?

Learning to work with TextServerFallback can be very advantageous when you’re developing a game that predominantly uses languages with straightforward, left-to-right scripts and requires minimal text layout complexity. It’s the more lightweight solution for text handling, ensuring your game runs swiftly without the potentially unnecessary features you might not need, thus optimizing performance where it counts.

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Creating a Basic TextLabel Using TextServerFallback

To begin using the TextServerFallback class, you’ll want to start by creating a basic TextLabel that renders a simple string of text. This demonstrates the initialization and usage of TextServerFallback in its most fundamental form.

var text_label = Label.new()
text_label.text = "Hello, World!"

The code above creates a new Label node, assigns a string of text to it, and then adds it to the current scene. By default, Godot uses the TextServerFallback for labels, but does not require you to explicitly declare it.

var text_server = TextServerFallback.new()

Now we’ve explicitly created a new instance of TextServerFallback and assigned it to our label using `set_text_server`.

Adding Custom Fonts to TextServerFallback

A game’s aesthetic can be significantly enhanced with custom fonts. Here’s how you can load a custom font and assign it to your TextLabel:

var custom_font = Font.new()
text_label.add_font_override("font", custom_font)

The code loads a TTF font file and assigns it to the TextLabel. This changes the appearance of the text using the custom font you’ve chosen.

Adjusting Text Properties

It’s often necessary to adjust text properties such as alignment and wrap mode. See the following examples:

To change text alignment:

text_label.align = Label.ALIGN_CENTER

The text within the Label will now be centered.

To enable or disable word wrap:

text_label.autowrap = true

This will enable word wrap, ensuring that the text fits within the confines of the Label node.

Manipulating Text with TextServerFallback

TextServerFallback allows you to perform basic text manipulation. Here are examples of changing the case of text and measuring its width:

Change the case of your text to uppercase:

var upper_text = text_server.to_upper(text_label.text)

This will display the text in uppercase.

Get the width of a string of text:

var text_width = text_server.get_string_size(text_label.text, custom_font)
print("Text width is: ", text_width.x)

By calling `get_string_size`, you’ll receive the width and height of the text, with which you can further manage your layout.To further explore the capabilities of TextServerFallback, we will delve into more operational aspects of text manipulation and rendering. Knowing how to manage and query text properties helps fine-tune the user interface and provides a better user experience. Here are additional functions and examples that you can utilize when working with text in Godot.

Adjusting Text Color

Set the color of your text to enhance readability or to fit the visual style of your game:

text_label.add_color_override("font_color", Color(1, 0, 0, 1))  # Sets text color to red

Controlling Line Spacing

Modify the space between lines of text within your Label node:

text_label.set("custom_constants/line_spacing", 10)  # Increases line spacing by 10 pixels

Resizing Text to Fit

Sometimes you may want text to scale to fit within a specific area:

text_label.rect_min_size = Vector2(200, 50)  # Sets the minimum size of the TextLabel
text_label.clip_text = true  # Ensure the text doesn't overflow the set boundaries

Shadows and Outlines

To make text stand out more or to achieve a certain look, you might use text shadows or outlines:

text_label.add_font_override("font_outline_size", 2)  # Adds an outline size of 2 pixels to the text
text_label.add_color_override("font_outline_color", Color(0, 0, 0, 1))  # Sets the outline color to black

Performance Considerations

When you’re concerned about performance, particularly when dealing with a large amount of text, it’s essential to understand how certain operations impact rendering time.

Check the performance of text rendering:

var start_time = OS.get_ticks_msec()
text_label.update()  # Forces the text to update/redraw
var end_time = OS.get_ticks_msec()

print("Time taken to render: ", end_time - start_time, " ms")

Detecting Overflows

Sometimes it’s crucial to know if the text is too large for its container:

if text_label.is_clipping_text():
    print("Text is clipping, consider resizing or reducing the text.")

Handling Text Input

TextServerFallback can also be helpful when dealing with dynamic text input. Below is an example of how to handle a simple text editing scenario:

var text_edit = TextEdit.new()
text_edit.set_placeholder("Type here...")

# Connect the "text_changed" signal to handle changes in the text.
text_edit.connect("text_changed", self, "_on_text_edit_changed")

func _on_text_edit_changed(new_text):
    print("The user has entered: ", new_text)

With these examples, you should have a more comprehensive understanding of how Godot’s TextServerFallback class can be used to manage the presentation of text within your game efficiently. Remember, while TextServerFallback may not have all the advanced features of other text servers, its simplicity and performance benefits can be particularly attractive in many game development scenarios, especially those that don’t necessitate complex text layout and rendering.TextServerFallback also allows for the manipulation of strings directly. These operations can range from simple text transformation to measuring text dimensions.

Trimming Whitespace

To remove leading and trailing whitespace from your text, you can use the `strip_edges` method:

var trimmed_text = text_server.strip_edges(text_label.text, true, true)
text_label.text = trimmed_text

Substituting Substrings

Substituting parts of your text is straightforward with TextServerFallback. Here’s how to replace a word in your text:

var new_text = text_label.text.replace("World", "Godot")
text_label.text = new_text

This would change “Hello, World!” to “Hello, Godot!” in the TextLabel.

Splitting Strings

Splitting a string into an array can be particularly useful when parsing data:

var words = text_label.text.split(" ")
for word in words:
    print("Word: ", word)

This code will print each word in the text label on a new line.

Calculating Text Height

Knowing the height of text can be crucial for creating dynamic UI elements:

var text_size = text_server.get_string_size(text_label.text, custom_font)
print("Text height is: ", text_size.y)

Render HTML Like Text

Although TextServerFallback does not support rich text formatting, you can still emulate some basic HTML-like behaviors. For example, to create a bold or italic effect, you could load and apply different fonts:

var bold_font = Font.new()
text_label.add_font_override("font", bold_font)

var italic_font = Font.new()
# Use italic font conditionally or on a different label

Using Text Effects

Adding text effects such as shadow or outline enhances visibility and style. Here’s how to create a shadow effect by manipulating the Label’s properties:

text_label.add_shadow_color(Color(0, 0, 0, 0.75))  # Semi-transparent black shadow
text_label.add_shadow_offset(Vector2(2, 2))  # Shadow offset by 2 pixels in both x and y directions

Localization and Translation

For games with an international audience, localization is key. You can manage text localization through code, swapping text out on the fly:

var translations = {
    "en": "Hello, World!",
    "es": "¡Hola, Mundo!",
    "fr": "Bonjour, le monde!"

func set_language(lang_code):
    if lang_code in translations:
        text_label.text = translations[lang_code]

The examples provided here should give you a well-rounded view of various text operations within the scope of TextServerFallback. This class provides many essential tools for efficiently handling strings and labels in your Godot project. Understanding these commands could be quite useful for any game developer looking to craft a polished UI with optimized performance, ensuring your game remains as snappy as it is engaging.

Where to Go Next With Your Godot Learning Journey

After exploring the ins and outs of the TextServerFallback in Godot 4, you might be wondering what your next step should be. Expanding your skills in game development with Godot is a journey well worth continuing, and we at Zenva are here to help guide you. Our Godot Game Development Mini-Degree is a prime resource to dive deeper into what Godot has to offer – from mastering 2D and 3D game creation to learning the subtleties of gameplay programming and mechanics across various game genres.

While we don’t promise the Godot Game Development Mini-Degree covers the specific topic of this tutorial, the breadth and depth of content offered ensure that you’ll enhance your expertise in numerous other areas of game development, setting you up to create compelling and polished games. Furthermore, our wide array of Godot courses cater to both beginners and seasoned developers, allowing you to tailor your learning to your specific needs and goals.

Join us at Zenva to continue your education in game development, and witness your skills grow from foundation to finesse. Whether you’re looking to construct vibrant game worlds or refine dynamic gameplay elements, our comprehensive programming and game development courses are here to help you on your path to becoming a professional game developer.


Understanding the intricacies of game development tools like Godot’s TextServerFallback is just the beginning of your game creation adventure. Every function you learn and every line of code you write brings you closer to transforming your innovative ideas into interactive realities. Remember, the art of game development is not just about building games, but also about continuous learning and improvement. With Godot as your canvas and Zenva as your guide, there’s no limit to the immersive experiences you can craft for players around the world.

Take the next step in your journey with our Godot Game Development Mini-Degree, and elevate your game development prowess to new heights. Whether you aim to enchant with storytelling, dazzle with graphics, or captivate with gameplay, our courses are the wings on which your creativity will soar. Join our community of passionate developers, and let’s shape the future of gaming together.

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