Label nodes are great for displaying basic text, but they have limits. If you want to change the color of the text, or its alignment, that change affects all of the text in the Label node. You can't have only one part of the text be one color, or only one part of the text be centered. To get around this limitation you would use a RichTextLabel.

RichTextLabel allows the display of complex text markup in a Control. It has a built-in API for generating the markup, but can also parse a BBCode.

Note that the BBCode tags can also be used, to some extent, in the XML source of the class reference.

Using BBCode

For uniformly formatted text you can write in the "Text" property, but if you want to use BBCode markup you should use the "Text" property in the "Bb Code" section instead (bbcode_text). Writing to this property will trigger the parsing of your markup to format the text as requested. Before this happens, you need to toggle the "Enabled" checkbox in the "Bb Code" section (bbcode_enabled).


For example, BBCode [color=blue]blue[/color] would render the word "blue" with a blue color.


You'll notice that after writing in the BBCode "Text" property the regular "Text" property now has the text without the BBCode. While the text property will be updated by the BBCode property, you can't edit the text property or you'll lose the BBCode markup. All changes to the text must be done in the BBCode parameter.


For BBCode tags such as [b] (bold) or [i] (italics) to work you must set up custom fonts for the RichTextLabel node first.


命令 标签 描述
bold [b]{text}[/b] 使得 {text} 呈现粗体。
italics [i]{text}[/i] 使得 {text} 呈现斜体。
underline [u]{text}[/u] 使得 {text} 呈现下划线。
strikethrough [s]{text}[/s] 使{text}删除。
code [code]{text}[/code] 使得 {text} 呈现等宽(monospace)字体样式。
center [center]{text}[/center] 使得 {text} 居中。
right [right]{text}[/right] 使得 {text} 右对齐。
fill [fill]{text}[/fill] 使得 {text} 填充整个宽度。
indent [indent]{text}[/indent] 增加 {text} 的缩进级别。
url [url]{url}[/url] 将 {url} 显示为一个统一资源定位符(URL,Uniform Resource Locator)。
url (ref) [url=<url>]{text}[/url] 使得 {text} 引用指向 <url> 。
image [img]{path}[/img] 插入由资源路径 {path} 所指示的图片。
resized image [img=<width>]{path}[/img] Insert image at resource {path} using <width> (keeps ratio).
resized image [img=<width>x<height>]{path}[/img] Insert image at resource {path} using <width> & <height>.
font [font=<path>]{text}[/font] 为 {text} 内容设置自定义字体,字体由 <path> 指定。
color [color=<code/name>]{text}[/color] Change {text} color; use name or # format, such as #ff00ff.
table [table=<number>]{cells}[/table] Creates a table with <number> of columns.
cell [cell]{text}[/cell] Adds cells with the {text} to the table.



  • aqua
  • black
  • blue
  • fuchsia
  • gray
  • green
  • lime
  • maroon
  • navy
  • purple
  • red
  • silver
  • teal
  • white
  • yellow


对于不透明的 RGB 颜色, 支持任何有效的6位数的十六进制代码, 例如 [color=#ffffff]white[/color]

对于透明的 RGB 颜色, 可以使用任意8位的十六进制代码, 例如 [color=#88ffffff]translucent white[/color]。在这种情况下, 请注意 alpha 通道是颜色代码的第一个分量, 而不是最后一个。


You use a custom font for your image in order to align it vertically.

  1. Create a BitmapFont resource
  2. Set this bitmap font with a positive value for the ascent property, that's your height offset
  3. Set the BBCode tag this way: [font=<font-path>][img]{image-path}[/img][/font]

Animation effects

BBCode can also be used to create different text animation effects. Five customizable effects are provided out of the box, and you can easily create your own.



Wave makes the text go up and down. Its tag format is [wave amp=50 freq=2][/wave]. amp controls how high and low the effect goes, and freq controls how fast the text goes up and down.



Tornao makes the text move around in a circle. Its tag format is [tornado radius=5 freq=2][/tornado]. radius is the radius of the circle that controls the offset, freq is how fast the text moves in a circle.



Shake makes the text shake. Its tag format is [shake rate=5 level=10][/shake]. rate controls how fast the text shakes, level controls how far the text is offset from the origin.



Fade creates a fade effect over the text that is not animated. Its tag format is [fade start=4 length=14][/fade]. start controls the starting position of the falloff relative to where the fade command is inserted, length controls over how many characters should the fade out take place.



Rainbow gives the text a rainbow color that changes over time. Its tag format is [rainbow freq=0.2 sat=10 val=20][/rainbow]. freq is the number of full rainbow cycles per second, sat is the saturation of the rainbow, val is the value of the rainbow.

Custom BBCode tags and text effects

You can extend the RichTextEffect resource type to create your own custom BBCode tags. You begin by extending the RichTextEffect resource type. Add the tool prefix to your GDScript file if you wish to have these custom effects run within the editor itself. The RichTextLabel does not need to have a script attached, nor does it need to be running in tool mode.

There is only one function that you need to extend: _process_custom_fx(char_fx). Optionally, you can also provide a custom BBCode identifier simply by adding a member name bbcode. The code will check the bbcode property automatically or will use the name of the file to determine what the BBCode tag should be.


This is where the logic of each effect takes place and is called once per character during the draw phase of text rendering. This passes in a CharFXTransform object, which holds a few variables to control how the associated character is rendered:

  • identity specifies which custom effect is being processed. You should use that for code flow control.
  • relative_index tells you how far into a given custom effect block you are in as an index.
  • absolute_index tells you how far into the entire text you are as an index.
  • elapsed_time is the total amount of time the text effect has been running.
  • visible will tell you whether the character is visible or not and will also allow you to hide a given portion of text.
  • offset is an offset position relative to where the given character should render under normal circumstances.
  • color is the color of a given character.
  • Finally, env is a Dictionary of parameters assigned to a given custom effect. You can use get() with an optional default value to retrieve each parameter, if specified by the user. For example [custom_fx spread=0.5 color=#FFFF00]test[/custom_fx] would have a float spread and Color color parameters in its ` env` Dictionary. See below for more usage examples.

The last thing to note about this function is that it is necessary to return a boolean true value to verify that the effect processed correctly. This way, if there's a problem with rendering a given character, it will back out of rendering custom effects entirely until the user fixes whatever error cropped up in their custom effect logic.

Here are some examples of custom effects:


extends RichTextEffect

# Syntax: [ghost freq=5.0 span=10.0][/ghost]

# Define the tag name.
var bbcode = "ghost"

func _process_custom_fx(char_fx):
    # Get parameters, or use the provided default value if missing.
    var speed = char_fx.env.get("freq", 5.0)
    var span = char_fx.env.get("span", 10.0)

    var alpha = sin(char_fx.elapsed_time * speed + (char_fx.absolute_index / span)) * 0.5 + 0.5
    char_fx.color.a = alpha
    return true


extends RichTextEffect

# Syntax: [pulse color=#00FFAA height=0.0 freq=2.0][/pulse]

# Define the tag name.
var bbcode = "pulse"

func _process_custom_fx(char_fx):
    # Get parameters, or use the provided default value if missing.
    var color = char_fx.env.get("color", char_fx.color)
    var height = char_fx.env.get("height", 0.0)
    var freq = char_fx.env.get("freq", 2.0)

    var sined_time = (sin(char_fx.elapsed_time * freq) + 1.0) / 2.0
    var y_off = sined_time * height
    color.a = 1.0
    char_fx.color = char_fx.color.linear_interpolate(color, sined_time)
    char_fx.offset = Vector2(0, -1) * y_off
    return true


extends RichTextEffect

# Syntax: [matrix clean=2.0 dirty=1.0 span=50][/matrix]

# Define the tag name.
var bbcode = "matrix"

func _process_custom_fx(char_fx):
    # Get parameters, or use the provided default value if missing.
    var clear_time = char_fx.env.get("clean", 2.0)
    var dirty_time = char_fx.env.get("dirty", 1.0)
    var text_span = char_fx.env.get("span", 50)

    var value = char_fx.character

    var matrix_time = fmod(char_fx.elapsed_time + (char_fx.absolute_index / float(text_span)), \
                           clear_time + dirty_time)

    matrix_time = 0.0 if matrix_time < clear_time else \
                  (matrix_time - clear_time) / dirty_time

    if value >= 65 && value < 126 && matrix_time > 0.0:
        value -= 65
        value = value + int(1 * matrix_time * (126 - 65))
        value %= (126 - 65)
        value += 65
    char_fx.character = value
    return true

This will add a few new BBCode commands, which can be used like so:

[center][ghost]This is a custom [matrix]effect[/matrix][/ghost] made in
[pulse freq=5.0 height=2.0][pulse color=#00FFAA freq=2.0]GDScript[/pulse][/pulse].[/center]