Document font requirement for some languages in Internationalizing games

See https://github.com/godotengine/godot/issues/43379.
This commit is contained in:
Hugo Locurcio
2020-11-07 17:14:23 +01:00
parent 82a2361445
commit 28d9ed70db

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@@ -65,6 +65,21 @@ translations and convert it if found:
level.set_text(tr("LEVEL_5_NAME"))
status.set_text(tr("GAME_STATUS_" + str(status_index)))
.. note::
If no text is displayed after changing the language, try to use a different
font. The default project font only supports a subset of the Latin-1 character set,
which cannot be used to display languages like Russian or Chinese.
A good resource for multilingual fonts is `Noto Fonts <https://www.google.com/get/noto/>`__.
Make sure to download the correct variation if you're using a less common
language.
Once you've downloaded the font, load the TTF file into a DynamicFont
resource and use it as a custom font of your Control node. For better
reusability, associate a new a Theme resource to your root Control node and
define the DynamicFont as the Default Font in the theme.
Making controls resizable
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