Merge pull request #11143 from skyace65/LanguagePreview

Document previewing translations in editor
This commit is contained in:
Max Hilbrunner
2025-07-29 12:58:44 +02:00
committed by GitHub
2 changed files with 9 additions and 2 deletions

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@@ -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 <doc_command_line_tutorial>`.
For example, to test a game in French, the following argument can be
supplied: