Document how to test translations with the test project setting (#5488)

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skyace65
2022-04-29 13:08:18 +02:00
committed by Rémi Verschelde
parent 26fb5af226
commit a9af005495
2 changed files with 17 additions and 3 deletions
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@@ -202,10 +202,24 @@ Icons with left and right pointing arrows which may need to be reversed for Arab
and Hebrew locales, in case they indicate movement or direction (e.g. back/forward
buttons), otherwise they can remain the same.
Command line
------------
Testing translations
--------------------
Language can be tested when running Godot from the command line.
You may want to test a project's translation before releasing it. Godot provides two ways
to do this.
First, in the Project Settings, under **Input Devices > Locale**, there is a **Test**
property. Set this property to the locale code of the language you want to test. Godot will
run the project with that locale when the project is run (either from the editor or when
exported).
..image:: img/locale_test.png
Keep in mind that since this is a project setting, it will show up in version control when
it is set to a non-empty value. Therefore, it should be set back to an empty value before
committing changes to version control.
Translations can also be tested when running Godot from the command line.
For example, to test a game in French, the following argument can be
supplied: