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Mention the DynamicFont fallback system in Internationalizing games
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@@ -40,13 +40,25 @@ Localizing resources
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--------------------
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It is also possible to instruct Godot to use alternate versions of
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assets (resources) depending on the current language. The **Remaps** tab
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can be used for this:
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assets (resources) depending on the current language. This can be used for
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localized images such as in-game billboards or localized voices.
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The **Remaps** tab can be used for this:
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.. image:: img/localization_remaps.png
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Select the resource to be remapped, then add some alternatives for each
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locale.
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Select the resource to be remapped then add some alternatives for each locale.
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.. note::
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The resource remapping system isn't supported for DynamicFonts. To use
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different fonts depending on the language's script, use the DynamicFont
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fallback system instead, which lets you define as many fallback fonts as you
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want.
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The upside of the DynamicFont fallback system is that it works regardless of
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the current language, making it ideal for things like multiplayer chat where
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the text language may not match the client's language.
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Converting keys to text
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-----------------------
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