# Box node text does not have a font

**URL:** <https://forum.defold.com/t/box-node-text-does-not-have-a-font/79723>\
**Category:** Questions\
**Created:** [February 9, 2025, 7:56pm UTC](https://forum.defold.com/t/box-node-text-does-not-have-a-font/79723 "2025-02-09T19:56:52Z")\
**Posts on this page:** 1\
**Showing post:** 10

<div class="post-metadata">

**Author:** ![Insality](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/insality/32/39737_2.png) [@Insality](https://forum.defold.com/u/Insality)\
**Post date:** [March 13, 2025, 2:23pm UTC](https://forum.defold.com/t/box-node-text-does-not-have-a-font/79723/10 "2025-03-13T14:23:56Z")

</div>

> [@britzl](#):
>
> But as I type this I do also get your point. Why is it required to add the font to the gui? Could it not be enough to directly reference the font from the text node? It is an improvement we could consider.

The current resource approach also have a pros:

- Faster selection fonts inside a font dropdown, not across all resources
- You can replace/adjust the font resource also easily on one place
- You see the all resources this GUI using, sometimes it helps a lot
- You can replace font by one call from `go.set`, which is helpful in case of localization as an example

This is relative to textures and other resources also. When selecting resource inside go/collections, we need to do more actions & clicks , while placing different elements, which I found a little bit frustrating

---

_[View the full topic](https://forum.defold.com/t/box-node-text-does-not-have-a-font/79723)._
