Open scripturial opened 6 months ago
I experimented with how to get this going, it does appear we can use the medium length format, but it's case sensitive. When I used 'zh_tw' it didn't seem to work, but then I saw somewhere else that it might be case sensitive, so I tried 'zh_TW' and now the apple App Store correctly reports the language as "Chinese (Traditional)"
So yes, I propose some examples in the documentation such as "en_UK" and/or "zh_CN" to clarify that this is allowed to save future users from having to poke around to work this out.
Not sure if it solves your problem, but in web development en_GB
and en_US
seem to be common way to handle this for English
Your Godot version:
Documentation for godot 4.2
Issue description:
The helpful page on internationalization shows how to specify 'en' or 'zh' but it doesn't how how to specify, 'en_uk' or 'zh_tw', and doesn't make clear if its even possible to do this:
https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html
i.e. can we do: en_uk: colour en_us: color zh_tw:顏色 zh_cn:颜色
The page above does link to this following page:
https://docs.godotengine.org/en/stable/tutorials/i18n/locales.html#doc-locales
This page does mention
language_Script_COUNTRY_VARIANT
so perhaps this suggests we can specify languages with more specificity. But it's not clear how we would do it. It is not clear to me what the four letterscript
code would be, and it does say it is optional, so can we just leave out out, is the idea that we can just saylanguage_COUNTRY
as we would in other programming languages and web servers?I propose the page on internationalizing games include a few more specific examples that demonstrate how to specify more precisely if the interface is traditional Chinese or simplified. (Or even US/UK/AU English).