Controls how an individual character will be displayed in a [RichTextEffect]. By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project The color the character will be drawn with. The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused depending on the value of the [RichTextLabel]'s [member Node.process_mode]. [b]Note:[/b] Time still passes while the [RichTextLabel] is hidden. Contains the arguments passed in the opening BBCode tag. By default, arguments are strings; if their contents match a type such as [bool], [int] or [float], they will be converted automatically. Color codes in the form [code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque [Color]. String arguments may not contain spaces, even if they're quoted. If present, quotes will also be present in the final string. For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 color=#ffffff][/code] will map to the following [Dictionary]: [codeblock] {"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)} [/codeblock] Font resource used to render glyph. Font specific glyph index. The position offset the character will be drawn with (in pixels). If [code]true[/code], FX transform is called for outline drawing. Setting this property won't affect drawing. Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing. If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead.