diff --git a/tutorials/i18n/img/locale_test.png b/tutorials/i18n/img/locale_test.png new file mode 100644 index 00000000000..bceb65c86c9 Binary files /dev/null and b/tutorials/i18n/img/locale_test.png differ diff --git a/tutorials/i18n/internationalizing_games.rst b/tutorials/i18n/internationalizing_games.rst index ca75e03495d..020e5caff74 100644 --- a/tutorials/i18n/internationalizing_games.rst +++ b/tutorials/i18n/internationalizing_games.rst @@ -202,10 +202,24 @@ Icons with left and right pointing arrows which may need to be reversed for Arab and Hebrew locales, in case they indicate movement or direction (e.g. back/forward buttons), otherwise they can remain the same. -Command line ------------- +Testing translations +-------------------- + +You may want to test a project's translation before releasing it. Godot provides two ways +to do this. + +First, in the Project Settings, under **Input Devices > Locale**, there is a **Test** +property. Set this property to the locale code of the language you want to test. Godot will +run the project with that locale when the project is run (either from the editor or when +exported). + +..image:: img/locale_test.png + +Keep in mind that since this is a project setting, it will show up in version control when +it is set to a non-empty value. Therefore, it should be set back to an empty value before +committing changes to version control. -Language can be tested when running Godot from the command line. +Translations can also be tested when running Godot from the command line. For example, to test a game in French, the following argument can be supplied: