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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
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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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+
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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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+
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+.. note::
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+
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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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+
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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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