@@ -355,10 +355,10 @@ buttons). Otherwise, they can remain the same.
355355Testing translations
356356--------------------
357357
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
359359to do this.
360360
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 **
362362property. Set this property to the locale code of the language you want to test. Godot will
363363run the project with that locale when the project is run (either from the editor or when
364364exported).
@@ -369,6 +369,13 @@ Keep in mind that since this is a project setting, it will show up in version co
369369it is set to a non-empty value. Therefore, it should be set back to an empty value before
370370committing changes to version control.
371371
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+
372379Translations can also be tested when :ref: `running Godot from the command line <doc_command_line_tutorial >`.
373380For example, to test a game in French, the following argument can be
374381supplied:
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