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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Translation Demo"
config/description="A demo showing how Godot seamlessly enables
the use of localized resources and texts."
config/tags=PackedStringArray("demo", "internationalization", "official")
run/main_scene="res://translation_demo.tscn"
config/features=PackedStringArray("4.2")
config/icon="res://icon.webp"
[display]
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[internationalization]
locale/translation_remaps={
"res://flag_uk.png": PackedStringArray("res://flag_spain.png:es", "res://flag_japan.png:ja"),
"res://hello_en.wav": PackedStringArray("res://hello_es.wav:es", "res://hello_jp.wav:ja")
}
locale/translations=PackedStringArray("res://text.en.translation", "res://text.es.translation", "res://text.ja.translation")
locale/locale_filter_mode=0
[locale]
translation_remaps={
"res://flag_uk.png": ["res://flag_spain.png:es", "res://flag_japan.png:ja"],
"res://hello_en.wav": PackedStringArray("res://hello_es.wav:es", "res://hello_jp.wav:ja")
}
translations=PackedStringArray("res://text.en.translation", "res://text.es.translation", "res://text.ja.translation")
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"