Interface
: Describes how to transform each character.
group Rendering
subgroup Text
?: Vec2 Offset to apply to the position of the text character.
Shifts the character's position by the specified 2D vector.
?: Vec2 | number Scale transformation to apply to the text character's current scale.
When a number, it is scaled uniformly.
Given a 2D vector, it is scaled independently along the X and Y axis.
?: Vec2 | number Skew transformation to skew each of the characters, in degrees of tilt.
When a number, it skews the text to the right as with italic text.
Given a 2D vector, it affects the skew of the horizontal and vertical sides.
?: number Increases the amount of degrees to rotate the text character.
?: Color Color transformation applied to the text character.
Multiplies the current color with this color.
?: number Opacity multiplication applied to the text character.
For example, an opacity of 0.4 with 2 set in the transformation, the resulting opacity will be 0.8 (0.4 × 2).
?: boolean If true, the styles applied by this specific entry transform
will override, rather than compose with, the default styles given in and by other
components' styles.
?: string | FontData If the font for this character should be different from the default font
or the one specified in .
Because the font can't be composed like the other properties,
this will override the font even if is false.
?: boolean If true, characters that have a X scale that is not 1 won't have the bounding box stretched to fit the character,
and may end up overlapping with adjacent characters.
?: string A name for a shader that will be applied to this character only.
?: Uniform Values to use for the shader's uniform inputs.
If there is no shader set (by this character's transform or an entire-text
transform), this is not used.