diff --git a/tutorials/i18n/img/locale_editor_preview.webp b/tutorials/i18n/img/locale_editor_preview.webp new file mode 100644 index 000000000..7aa0f39de Binary files /dev/null and b/tutorials/i18n/img/locale_editor_preview.webp differ diff --git a/tutorials/i18n/internationalizing_games.rst b/tutorials/i18n/internationalizing_games.rst index 9ae09fe97..b46ce4dbf 100644 --- a/tutorials/i18n/internationalizing_games.rst +++ b/tutorials/i18n/internationalizing_games.rst @@ -355,10 +355,10 @@ buttons). Otherwise, they can remain the same. Testing translations -------------------- -You may want to test a project's translation before releasing it. Godot provides two ways +You may want to test a project's translation before releasing it. Godot provides three ways to do this. -First, in the Project Settings, under **Internationalization > Locale** (with advanced settings enabled), there is a **Test** +First, in the Project Settings, under :menu:`Internationalization > Locale` (with advanced settings enabled), 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). @@ -369,6 +369,13 @@ Keep in mind that since this is a project setting, it will show up in version co it is set to a non-empty value. Therefore, it should be set back to an empty value before committing changes to version control. +Second, from within the editor go to the top bar and click on :button:`View` on the top bar, then go down to +:ui:`Preview Translation` and select the language you want to preview. + +.. image:: img/locale_editor_preview.webp + +All text in scenes in the editor should now be displayed using the selected language. + Translations can also be tested when :ref:`running Godot from the command line `. For example, to test a game in French, the following argument can be supplied: