From 8d50e095eae04a5963a6957595928c5b9212c876 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sun, 31 Jan 2021 21:33:20 +0100 Subject: [PATCH] Mention the DynamicFont fallback system in Internationalizing games --- tutorials/i18n/internationalizing_games.rst | 20 ++++++++++++++++---- 1 file changed, 16 insertions(+), 4 deletions(-) diff --git a/tutorials/i18n/internationalizing_games.rst b/tutorials/i18n/internationalizing_games.rst index 1c532d229..9afba959e 100644 --- a/tutorials/i18n/internationalizing_games.rst +++ b/tutorials/i18n/internationalizing_games.rst @@ -40,13 +40,25 @@ Localizing resources -------------------- 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 -----------------------