Mention the DynamicFont fallback system in Internationalizing games

This commit is contained in:
Hugo Locurcio
2021-01-31 21:33:20 +01:00
parent cb3499b78b
commit 8d50e095ea

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