Text
Text objects are used to display text on screen. You can customize the properties of a text object (for example, font size or colour) when you create the object. You can also modify the properties of a text object during gameplay using events.

Default text
You can set the default text, displayed by the text object, using the central text field. Default text is what will be displayed when the text object is first displayed or created in a scene, but the text displayed by a text object can be modified during gameplay using events.

Size
Use the size text field to set the default font size of the text.

Color
The color of the text can be changed by clicking on the palette color square, located on the right side of font size text field.

Font and text style
You can choose from bold and italic, as well as choosing a custom font for the text. A custom font will require a font file, for which the file format must be TTF or OTF.

Additional effects
- You can create gradients using the action "gradient". You can choose available gradient types from the provided list and select up to four colors to use.

- You can set a Shadow using the action "text shadow/show shadow". When changing the shadow, you can choose the color, distance, blur, and angle. This can also be used to create a glow effect with bright colors.

- Opacity of the object can be changed.

- Scaling of the object can be changed. There are three options: "Scale" (constrains proportions to scale on both X and Y axis), "Scale on X axis" (width), and "Scale on Y axis" (height).

Other styles
Using events, you can modify all properties of the text object, such as:
- Text Displayed: Change the actual text content
- Bold: Make text bold or remove bold styling
- Italic: Make text italic or remove italic styling
- Padding: Add space around the text (useful when using backgrounds or borders)
- Alignment: Align text to left, center, or right
- Wrapping: Enable or disable automatic line wrapping
- Wrapping Width: Set the maximum width before text wraps to a new line
- Font Size: Change the size of the text dynamically
Text object performance
Text objects are efficient for displaying text, but keep these performance tips in mind:
- Avoid changing text content every frame if the text doesn't actually change
- When displaying many numbers that update frequently (like scores), consider using Bitmap Text objects for better performance
- For styled text with multiple colors or fonts in one block, consider using BBText objects
Examples
Tip
See it in action! 🎮
Open these examples online.
Manipulate a Text Object
Typewriter effect from extension
Reference
All actions, conditions and expressions are listed in the text object reference page.

