/Godot 3.0


Inherits: Control < CanvasItem < Node < Object

Category: Core

Brief Description

Draws a sprite or a texture inside a User Interface. The texture can tile or not.

Member Variables

  • bool expand - If true, the texture scales to fit its bounding rectangle. Default value: false.
  • StretchMode stretch_mode - Controls the texture’s behavior when you resize the node’s bounding rectangle. Set it to one of the STRETCH_* constants. See the constants to learn more.
  • Texture texture - The node’s Texture resource.


enum StretchMode

  • STRETCH_SCALE_ON_EXPAND = 0 — Scale to fit the node’s bounding rectangle, only if expand is true. Default stretch_mode, for backwards compatibility. Until you set expand to true, the texture will behave like STRETCH_KEEP.
  • STRETCH_SCALE = 1 — Scale to fit the node’s bounding rectangle.
  • STRETCH_TILE = 2 — Tile inside the node’s bounding rectangle.
  • STRETCH_KEEP = 3 — The texture keeps its original size and stays in the bounding rectangle’s top-left corner.
  • STRETCH_KEEP_CENTERED = 4 — The texture keeps its original size and stays centered in the node’s bounding rectangle.
  • STRETCH_KEEP_ASPECT = 5 — Scale the texture to fit the node’s bounding rectangle, but maintain the texture’s aspect ratio.
  • STRETCH_KEEP_ASPECT_CENTERED = 6 — Scale the texture to fit the node’s bounding rectangle, center it and maintain its aspect ratio.
  • STRETCH_KEEP_ASPECT_COVERED = 7 — Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node’s limits.


Use TextureRect to draw icons and sprites in your User Interfaces. To create panels and menu boxes, take a look at NinePatchFrame. Its Stretch Mode property controls the texture’s scale and placement. It can scale, tile and stay centered inside its bounding rectangle. TextureRect is one of the 5 most common nodes to create game UI.

© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.