Sets a Control text from a template, replacing {0}, {1} and so on with the value slots. This is the HUD label without joining strings by hand.
Input
Type
Default
Description
Target
Control
-
The node to write text to, such as a Label or Button. Leave it empty to write to this node.
Template
String
'{0}'
The text, with {0}, {1}, {2}, {3} where the value slots go.
Value 1
Variant
''
Fills {0} in the template.
Value 2
Variant
''
Fills {1} in the template.
Value 3
Variant
''
Fills {2} in the template.
Value 4
Variant
''
Fills {3} in the template.
PhasesStartEvery FramePhysicsEnd
Focus Control
Start
Focus ControlControl
not set
Moves keyboard and gamepad focus to a Control node, such as a Button or a LineEdit. Use it to guide input to the right field.
Input
Type
Default
Description
Target
Control
-
The node to give keyboard focus to. Leave it empty to focus this node.
PhasesStartEvery FramePhysicsEnd
Get Text
Every Frame
Get TextControl
not set
Reads the text of a Control node such as a LineEdit or Label and stores it. Use it to pick up what was typed into a field.
Input
Type
Default
Description
Target
Control
-
The node to read the text from. Leave it empty to read this node.
Output
Type
Description
Text
String
Where to store the text read from the node.
PhasesStartEvery FramePhysicsEnd
Set Control Value
Start
Set Control ValueControl
Targetnot set|Value0.0
Sets the value of a Range node such as a ProgressBar, Slider or SpinBox.
Input
Type
Default
Description
Target
Range
-
The slider or bar to change. Leave it empty to change this node.
Value
float
0.0
The value to set, within the node min and max.
PhasesStartEvery FramePhysicsEnd
Set Disabled
Start
Set DisabledControl
Targetnot set|Disabledtrue
Enables or disables a Control node such as a Button or Slider.
Input
Type
Default
Description
Target
BaseButton
-
The button to enable or disable. Leave it empty to change this node.
Disabled
bool
true
True to disable the node, false to enable it.
PhasesStartEvery FramePhysicsEnd
Set Image
Start
Set ImageControl
Targetnot set|Texturenot set
Swaps the image shown by a node such as a TextureRect or a TextureButton. Bind Texture to an image loaded into a variable.
Input
Type
Default
Description
Target
Control
-
The node to change the image of. Leave it empty to change this node.
Texture
Texture2D
-
The image to show, bound from a variable or resource.
PhasesStartEvery FramePhysicsEnd
Set Placeholder
Start
Set PlaceholderControl
Targetnot set|Text''
Sets the hint text shown inside a LineEdit or TextEdit while it is empty.
Input
Type
Default
Description
Target
LineEdit
-
The text field to change. Leave it empty to change this node.
Text
String
''
The hint text shown while the field is empty.
PhasesStartEvery FramePhysicsEnd
Set Text
Start
Set TextControl
Targetnot set|Text''
Sets the text shown by a Control node such as a Label or Button.
Input
Type
Default
Description
Target
Control
-
The node to write text to, such as a Label or Button. Leave it empty to write to this node.
Text
String
''
The text to display.
PhasesStartEvery FramePhysicsEnd
Set Toggled
Start
Set ToggledControl
Targetnot set|Ontrue
Turns a toggle button on or off, such as a CheckBox or a CheckButton. Setting it here does not emit the toggled signal.
Input
Type
Default
Description
Target
BaseButton
-
The button to press or release. Leave it empty to change this node.
On
bool
true
True to turn the button on, false to turn it off.
PhasesStartEvery FramePhysicsEnd
Set Tooltip
Start
Set TooltipControl
Targetnot set|Text''
Sets the tooltip a Control node shows when the mouse rests on it.
Input
Type
Default
Description
Target
Control
-
The node to give the tooltip to. Leave it empty to change this node.
Text
String
''
The tooltip text to show on hover.
PhasesStartEvery FramePhysicsEnd
Type Text
Start
Type TextControl
Labelnot set|Text'Hello'|Speed30.0|→ Finished
Reveals the text of a label one character at a time, the typewriter effect used in dialogue. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs. Leaving the state before it ends reveals the rest at once, the way skipping a line of dialogue does.
Input
Type
Default
Description
Label
Control
-
The Label or RichTextLabel that shows the text. Leave it empty to type into this node.
Text
String
'Hello'
The full text to reveal.
Speed
float
30.0
How many characters appear per second.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.