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@@ -355,10 +355,10 @@ buttons). Otherwise, they can remain the same.
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Testing translations
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--------------------
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-You may want to test a project's translation before releasing it. Godot provides two ways
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+You may want to test a project's translation before releasing it. Godot provides three ways
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to do this.
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-First, in the Project Settings, under **Internationalization > Locale** (with advanced settings enabled), there is a **Test**
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+First, in the Project Settings, under :menu:`Internationalization > Locale` (with advanced settings enabled), there is a **Test**
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property. Set this property to the locale code of the language you want to test. Godot will
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run the project with that locale when the project is run (either from the editor or when
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exported).
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@@ -369,6 +369,13 @@ Keep in mind that since this is a project setting, it will show up in version co
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it is set to a non-empty value. Therefore, it should be set back to an empty value before
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committing changes to version control.
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+Second, from within the editor go to the top bar and click on :button:`View` on the top bar, then go down to
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+:ui:`Preview Translation` and select the language you want to preview.
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+
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+.. image:: img/locale_editor_preview.webp
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+
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+All text in scenes in the editor should now be displayed using the selected language.
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+
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Translations can also be tested when :ref:`running Godot from the command line <doc_command_line_tutorial>`.
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For example, to test a game in French, the following argument can be
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supplied:
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