A geometry based on a string of text, optionally extruded to create a three-dimensional object.
- iOS 8.0+
- macOS 10.8+
- Mac Catalyst 13.0+
- tvOS 9.0+
- watchOS 2.0+
You provide text for the geometry using an
NSAttributed object. In the former case, the properties of the
SCNText object determine the style and formatting of the entire body of text. When you create a text geometry from an attributed string, SceneKit styles the text according to the attributes in the string, and the properties of the
SCNText object determine the default style for portions of the string that have no style attributes. SceneKit can create text geometry using any font and style supported by the Core Text framework, with the exception of bitmap fonts (such as those that define color emoji characters).
In the local coordinate system of the text geometry, the origin corresponds to the lower left corner of the text, with the text extending in the x- and y-axis dimensions. The geometry is centered along its z-axis. For example, if its
extrusion property is
1, the geometry extends from
0 along the z-axis. An extrusion depth of zero creates a flat, one-sided shape—the geometry is confined to the plane whose z-coordinate is
0, and viewable only from its front unless its material’s
double property is
SceneKit can optionally chamfer an extruded text geometry by applying a cross-sectional contour to its extruded depth. You use the
chamfer property to add a chamfer to the extruded text, and the
chamfer property to control the shape of the chamfer.
A text geometry may contain one, three, or five geometry elements:
0, the text geometry has one element corresponding to its one visible side.
If its extrusion depth is greater than zero and its
0, the text geometry has three elements, corresponding to its front, back, and extruded sides.
If both extrusion depth and chamfer radius are greater than zero, the text geometry has five elements, corresponding to its front, back, extruded sides, front chamfer, and back chamfer.