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Using Fonts

Godot allows you to set specific fonts for different UI nodes.

There are three different places where you can setup font usage. The first is the theme editor. Choose the node you want to set the font for and select the font tab. The second is in the inspector for control nodes under Theme Overrides > Fonts. Lastly, in the inspector settings for themes under Default Font.

If no font override is specified anywhere, Open Sans SemiBold is used as the default project font.


Since Godot 4.0, font sizes are no longer defined in the font itself but are instead defined in the node that uses the font. This is done in the Theme Overrides > Font Sizes section of the inspector.

This allows changing the font size without having to duplicate the font resource for every different font size.

There are 2 kinds of font files: dynamic (TTF/OTF/WOFF/WOFF2 formats) and bitmap (BMFont .fnt format or monospaced image). Dynamic fonts are the most commonly used option, as they can be resized and still look crisp at higher sizes. Thanks to their vector-based nature, they can also contain a lot more glyphs while keeping a reasonable file size compared to bitmap fonts. Dynamic fonts also support some advanced features that bitmap fonts cannot support, such as ligatures (several characters transforming into a single different design).


You can find freely licensed font files on websites such as Google Fonts and Font Library.

Fonts are covered by copyright. Double-check the license of a font before using it, as not all fonts allow commercial use without purchasing a license.

See also

You can see how fonts work in action using the BiDI and Font Features demo project.

Dynamic fonts

Godot supports the following dynamic font formats:

  • TrueType Font or Collection (.ttf, .ttc)

  • OpenType Font or Collection (.otf, .otc)

  • Web Open Font Format 1 (.woff)

  • Web Open Font Format 2 (.woff2, since Godot 3.5)

While .woff and especially .woff2 tend to result in smaller file sizes, there is no universally "better" font format. In most situations, it's recommended to use the font format that was shipped on the font developer's website.

Bitmap fonts

Godot supports the BMFont (.fnt) bitmap font format. This is a format created by the BMFont program. Many BMFont-compatible programs also exist, like BMGlyph.

Alternatively, you can import any image to be used as a bitmap font. This is only supported for monospaced fonts (fonts where each character has the same width). To do so, select the image in the FileSystem dock, go to the Import dock, change its import type to Font Data (Monospace Image Font) then click Reimport:

Changing import type to Font Data (Monospace Image Font)

Changing import type to Font Data (Monospace Image Font)

The font's character set layout can be in any order, but orders that match standard Unicode are recommended as they'll require far less configuration to import. For example, the bitmap font below contains ASCII characters and follows standard ASCII ordering:

Bitmap font example

Credit: LibreQuake (scaled and cropped to exclude extended range)

The following import options can be used to import the above font image successfully:

Import options to use for the above example font

Import options to use for the above example font

The Character Ranges option is an array that maps each position on the image (in tile coordinates, not pixels). The font atlas is traversed from left to right and top to bottom. Characters can be specified with decimal numbers (127), hexadecimal numbers (0x007f) or between single quotes ('~'</