Skip to content

Commit

Permalink
Merge pull request godotengine#5488 from skyace65/LocaleTest
Browse files Browse the repository at this point in the history
  • Loading branch information
akien-mga authored Apr 29, 2022
2 parents 26fb5af + dde1873 commit c8c6311
Show file tree
Hide file tree
Showing 2 changed files with 17 additions and 3 deletions.
Binary file added tutorials/i18n/img/locale_test.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
20 changes: 17 additions & 3 deletions tutorials/i18n/internationalizing_games.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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:

Expand Down

0 comments on commit c8c6311

Please sign in to comment.