Importing translations

    In regular desktop or mobile applications, internationalized text is usually located in resource files (or .po files for GNU stuff). Games, however, can use several orders of magnitude more text than applications, so they must support efficient methods for dealing with loads of multilingual text.

    There are two approaches to generate multilingual language games and applications. Both are based on a key:value system. The first is to use one of the languages as the key (usually English), the second is to use a specific identifier. The first approach is probably easier for development if a game is released first in English, later in other languages, but a complete nightmare if working with many languages at the same time.

    In general, games use the second approach and a unique ID is used for each string. This allows you to revise the text while it is being translated to other languages. The unique ID can be a number, a string, or a string with a number (it’s just a unique string anyway).

    Note

    If you need a more powerful file format, Godot also supports loading translations written in the gettext format. See for details.

    Warning

    By default, Microsoft Excel will always save CSV files with ANSI encoding rather than UTF-8. There is no built-in way to do this, but there are workarounds as described here.

    We recommend using or Google Sheets instead.

    CSV files must be formatted as follows:

    The “lang” tags must represent a language, which must be one of the valid locales supported by the engine. The “KEY” tags must be unique and represent a string universally (they are usually in uppercase, to differentiate from other strings). These keys will be replaced at runtime by the matching translated string. Note that the case is important, “KEY1” and “Key1” will be different keys. The top-left cell is ignored and can be left empty or having any content. Here’s an example:

    keysenesja
    GREETHello, friend!Hola, amigo!こんにちは
    ASKHow are you?Cómo está?元気ですか
    BYEGoodbyeAdiósさようなら
    QUOTE“Hello” said the man.“Hola” dijo el hombre.「こんにちは」男は言いました

    Godot will treat CSV files as translations by default. It will import them and generate one or more compressed translation resource files next to it.

    Importing will also add the translation to the list of translations to load when the game runs, specified in project.godot (or the project settings). Godot allows loading and removing translations at runtime as well.

    Select the .csv file and access the Import dock to define import options. You can toggle the compression of the imported translations, and select the delimiter to use when parsing the CSV file.

    Be sure to click Reimport after any change to these options.