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How editor plugins use this feature:
1. Pick a unique translation domain name.
2. `_enter_tree()`: load translations into that translation domain.
3. Call `set_translation_domain()` for its root UI node.
4. `_exit_tree()`: remove that translation domain.
Plugins can also set the translation domain to `godot.editor` for
nested nodes that should use editor translations. `EditorFileDialog`
automatically does this.
Copy file name to clipboardExpand all lines: doc/classes/TranslationServer.xml
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</brief_description>
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<description>
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The translation server is the API backend that manages all language translations.
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Translations are stored in [TranslationDomain]s, which can be accessed by name. The most commonly used translation domain is the main translation domain, which always exists and can be accessed using an empty [StringName]. The translation server provides wrapper methods for accessing the master translation domain directly, without having to fetch the main translation domain first.
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Translations are stored in [TranslationDomain]s, which can be accessed by name. The most commonly used translation domain is the main translation domain. It always exists and can be accessed using an empty [StringName]. The translation server provides wrapper methods for accessing the main translation domain directly, without having to fetch the translation domain first. Custom translation domains are mainly for advanced usages like editor plugins. Names starting with [code]godot.[/code] are reserved for engine internals.
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