Compatible with Godot 4.1+
Makes easy to find and use icons from popular icon-fonts in your Godot project.
- to go online find font
- then find icon
- check icon licence - and maybe you need to search for another
- finally download it
- to use them you need to find unicode online
- they don't work on some platforms for example Web
- they are outdated
- Templarian's Material-Design-Icons,
a collection of icons for the Material Design specification. - Google Noto Emojis Color font
FontIconSetting - Resource for setting which and how to display FontIcon.
- FontIcon: Control Node that displays IconFont.
- FontIconButton: Button* That have IconFont and can have label.
- FontIconCheckButton: CheckButton* That have IconFont and can have label.
* - Those nodes behaves like button, but they don't extends from Button.
IconsFonts is singleton for easier use of icons anywhere in your project.
It's adds IconsFinder (docked to bottom by default). So you can find the icons easily, click on icon to get its name to clipboard. It can be in dock mode at bottom or in window mode.
That can be switched in Godot's Tools menu.
Or using Command Pallet (Ctrl+Shift+P
)
You can use the icons in RichTextLabel.
@tool
extends RichTextLabel
@export_multiline
var text_with_icons: String:
set(value):
text_with_icons = value
bbcode_enabled = true
text = IconsFonts.parse_text(value)
get: return text_with_icons
func _ready():
bbcode_enabled = true
text = IconsFonts.parse_text(text_with_icons)
For emojis to work in exported projects,
you need add *.json
files to include files settings:
- Window mode is init with empty icons render
- Sometimes click on icon doesn't copy it to clipboard
To fix both of them just change back-and-forward to icon font you want to use
This addon is replacing our previous to addons:
We had broken backward compatibility with them for those reasons:
- In feature we want to support more IconsFonts so we can use
[icon:icons-name]
in text parsing. - We redesigned how addon works under the hood
- We had too rename nodes