@@ -355,10 +355,10 @@ buttons). Otherwise, they can remain the same.
355
355
Testing translations
356
356
--------------------
357
357
358
- You may want to test a project's translation before releasing it. Godot provides two ways
358
+ You may want to test a project's translation before releasing it. Godot provides three ways
359
359
to do this.
360
360
361
- First, in the Project Settings, under ** Internationalization > Locale ** (with advanced settings enabled), there is a **Test **
361
+ First, in the Project Settings, under :menu: ` Internationalization > Locale ` (with advanced settings enabled), there is a **Test **
362
362
property. Set this property to the locale code of the language you want to test. Godot will
363
363
run the project with that locale when the project is run (either from the editor or when
364
364
exported).
@@ -369,6 +369,13 @@ Keep in mind that since this is a project setting, it will show up in version co
369
369
it is set to a non-empty value. Therefore, it should be set back to an empty value before
370
370
committing changes to version control.
371
371
372
+ Second, from within the editor go to the top bar and click on :button: `View ` on the top bar, then go down to
373
+ :ui: `Preview Translation ` and select the language you want to preview.
374
+
375
+ .. image :: img/locale_editor_preview.webp
376
+
377
+ All text in scenes in the editor should now be displayed using the selected language.
378
+
372
379
Translations can also be tested when :ref: `running Godot from the command line <doc_command_line_tutorial >`.
373
380
For example, to test a game in French, the following argument can be
374
381
supplied:
0 commit comments