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47 lines
2.0 KiB
ReStructuredText
.. _doc_importing_translations:
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Importing translations
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======================
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Games and internationalization
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------------------------------
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The gaming community isn't monolingual or monocultural. It's made up of
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many different languages and cultures - just like the Godot community!
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If you want to allow players to experience your game in their language,
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one of things you'll need to provide is text translations, which Godot
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supports via internationalized text.
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In regular desktop or mobile applications, internationalized text is
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usually located in resource files (or .po files for GNU stuff). Games,
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however, can use several orders of magnitude more text than
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applications, so they must support efficient methods for dealing with
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loads of multilingual text.
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There are two approaches to generate multilingual language games and
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applications. Both are based on a key:value system. The first is to use
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one of the languages as the key (usually English), the second is to use a
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specific identifier. The first approach is probably easier for
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development if a game is released first in English, later in other
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languages, but a complete nightmare if working with many languages at
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the same time.
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In general, games use the second approach and a unique ID is used for
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each string. This allows you to revise the text while it is being
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translated to other languages. The unique ID can be a number, a string,
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or a string with a number (it's just a unique string anyway).
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Supported formats
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-----------------
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To complete the picture and allow efficient support for translations,
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Godot has a special importer that can read CSV files. Most spreadsheet
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editors can export to this format, so the only requirement is that the
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files have a special arrangement. See
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:ref:`doc_localization_using_spreadsheets` for detailed info on
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formatting and importing CSVs.
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If you need a more powerful file format, Godot also supports loading
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translations written in the gettext ``.po`` format. See
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:ref:`doc_localization_using_gettext` for details.
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