diff --git a/tutorials/misc/img/localization_dialog.png b/tutorials/misc/img/localization_dialog.png index 2c16c966e..8927c022b 100644 Binary files a/tutorials/misc/img/localization_dialog.png and b/tutorials/misc/img/localization_dialog.png differ diff --git a/tutorials/misc/img/localization_remaps.png b/tutorials/misc/img/localization_remaps.png index 83bef4703..0e92e0267 100644 Binary files a/tutorials/misc/img/localization_remaps.png and b/tutorials/misc/img/localization_remaps.png differ diff --git a/tutorials/misc/internationalizing_games.rst b/tutorials/misc/internationalizing_games.rst index 0a5d39b3e..3e5e62187 100644 --- a/tutorials/misc/internationalizing_games.rst +++ b/tutorials/misc/internationalizing_games.rst @@ -21,6 +21,9 @@ spreadsheets. The process of creating the spreadsheets and importing them is already covered in the :ref:`doc_importing_translations` tutorial, so this one could be seen more like a follow up to that one. + +.. note:: We would be using the offical demo as an example, you can download it in the AssetLib: https://godotengine.org/asset-library/asset/134 or find it in the demo_projects/gui/translation + Configuring the imported translation ------------------------------------ @@ -51,10 +54,7 @@ Some controls such as :ref:`Button `, :ref:`Label `, etc. will automatically fetch a translation each time they are set a key instead of a text. For example, if a label is assigned "MAIN_SCREEN_GREETING1" and a key to different languages exists in the -translations, this will be automatically converted. This process is done -upon load though, so if the project in question has a dialog that allows -changing the language in the settings, the scenes (or at least the -settings scene) will have to be re-loaded for new text to have effect. +translations, this will be automatically converted. For code, the :ref:`Object.tr() ` function can be used. This will just look-up the text into the