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localization

Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+

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localization

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Use localization to implement a runtime language switch for [locale_code] and explain how Control nodes with translation keys will react.

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  • [locale_code]

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SKILL.md

name: localizationdescription: Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+

Localization in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs; GDScript first, then C#.

Related skills: godot-ui for Control nodes and theme management, save-load for persisting language settings, responsive-ui for layout adjustments per locale.


1. Core Concepts

How Godot Localization Works

  1. Wrap all user-facing strings in tr() — Godot's translation function
  2. Create translation files (CSV or PO) mapping keys to translated strings
  3. Import translation files as Translation resources
  4. Switch locale at runtime via TranslationServer.set_locale()

All Control nodes with text, tooltip_text, or placeholder_text properties auto-translate when the value matches a translation key.

Translation Key Strategies

StrategyExample KeyProsCons
Semantic keysMENU_START_GAMEClear intent, easy to findNeeds a default language fallback
English-as-keyStart GameReadable code, no mapping file for EnglishBreaks if English text changes

Recommendation: Use semantic keys (MENU_START_GAME) for production; English-as-key only for prototypes or solo projects.


2. Translation Files

CSV Format

The simplest format. First column is the key, subsequent columns are locale codes.

keys,en,cs,de,ja
MENU_START,Start Game,Začít hru,Spiel starten,ゲームスタート
MENU_OPTIONS,Options,Nastavení,Optionen,オプション
MENU_QUIT,Quit,Ukončit,Beenden,終了
PLAYER_HEALTH,Health: %d,Zdraví: %d,Gesundheit: %d,体力: %d
ITEM_COLLECTED,%s collected!,%s sebráno!,%s gesammelt!,%sを入手!

Save as translations.csv in your project. Godot auto-detects the format on import.

Import settings (Import dock):

  • Delimiter: Comma (default), Semicolon, or Tab
  • Compress: on by default — stores an OptimizedTranslation, skipped for files that use ?context/?plural (§10)

PO Format (Gettext)

Industry-standard format, preferred by translation teams and tools like Poedit, Weblate, Crowdin.

Create a POT template (messages.pot):

msgid "MENU_START"
msgstr ""

msgid "MENU_OPTIONS"
msgstr ""

msgid "MENU_QUIT"
msgstr ""

msgid "PLAYER_HEALTH"
msgstr ""

Create locale files (e.g., cs.po for Czech):

msgid "MENU_START"
msgstr "Začít hru"

msgid "MENU_OPTIONS"
msgstr "Nastavení"

msgid "MENU_QUIT"
msgstr "Ukončit"

msgid "PLAYER_HEALTH"
msgstr "Zdraví: %d"

Registering Translations

Project Settings → Localization → Translations → Add... → select your .csv or .po files.

Or register at runtime:

var translation := load("res://translations/cs.po") as Translation
TranslationServer.add_translation(translation)
var translation = GD.Load<Translation>("res://translations/cs.po");
TranslationServer.AddTranslation(translation);

⚠️ Changed in Godot 4.7: OptimizedTranslation.generate() now returns bool (was void). GDScript- and C#-source-compatible, but binary-incompatible — recompile precompiled C# plugins calling it. See the 4.7 migration guide.

POT Generation Hooks (Godot 4.7+)

A custom EditorTranslationParserPlugin can override _customize_strings() — called once after all files are parsed during POT generation — to add or remove entries from the final extracted-string list:

@tool
extends EditorTranslationParserPlugin

func _customize_strings(strings: Array[PackedStringArray]) -> Array[PackedStringArray]:
    strings.append(PackedStringArray(["Test 1", "context", "test 1 plurals", "test 1 comment"]))
    # Drop internal strings that begin with "$".
    return strings.filter(func(s): return not s[0].begins_with("$"))
#if TOOLS
using System.Linq;
using Godot;

public partial class CommentAwareParser : EditorTranslationParserPlugin
{
    public override Godot.Collections.Array<string[]> _CustomizeStrings(Godot.Collections.Array<string[]> strings)
    {
        strings.Add(new[] { "Test 1", "context", "test 1 plurals", "test 1 comment" });
        // Drop internal strings that begin with "$".
        return new Godot.Collections.Array<string[]>(strings.Where(s => !s[0].StartsWith("$")));
    }
}
#endif

Godot 4.7+: The POT generator also extracts Control.accessibility_name and accessibility_description, making accessibility strings translatable without manual listing. (GH-117134)


3. Using tr() in Code

GDScript

# Basic translation
var label_text: String = tr("MENU_START")  # "Start Game" or translated equivalent

# With format arguments
var health_text: String = tr("PLAYER_HEALTH") % current_health
# "Health: 85" or "Zdraví: 85"

# With string arguments
var collected_text: String = tr("ITEM_COLLECTED") % item_name
# "Sword collected!" or "Meč sebráno!"

# Pluralization (Godot 4.x)
var count := 5
var msg: String = tr_n("ONE_ENEMY", "MANY_ENEMIES", count)
# Needs plural forms in the translation: PO, or CSV `?plural` rows on Godot 4.6+ (§10)

C#

string labelText = Tr("MENU_START");
// string.Format ignores GDScript-style %d — substitute it yourself.
string healthText = Tr("PLAYER_HEALTH").Replace("%d", currentHealth.ToString());

// Pluralization
string msg = TrN("ONE_ENEMY", "MANY_ENEMIES", count);

Automatic Control Translation

Label, Button, RichTextLabel, and other Control nodes auto-translate their text property when it matches a translation key. Set the text to the key:

Button.text = "MENU_START"   → displays "Start Game" (en) or "Začít hru" (cs)

Tip: To disable automatic translation on a specific Control, set auto_translate_mode to DISABLED.

Godot 4.7+: Control.translation_context: StringName sets a per-control translation context, used both to translate displayed text and to generate translation templates — the property equivalent of tr()'s context argument (C#: TranslationContext). (GH-115340)


4. Switching Locale at Runtime

GDScript

# Switch language
func set_language(locale_code: String) -> void:
    TranslationServer.set_locale(locale_code)
    # All Control nodes with translation keys update automatically

# Get current locale
var current: String = TranslationServer.get_locale()  # e.g. "en", "cs", "de"

# Get available locales
var locales: PackedStringArray = TranslationServer.get_loaded_locales()

C#

public void SetLanguage(string localeCode)
{
    TranslationServer.SetLocale(localeCode);
}

string current = TranslationServer.GetLocale();

Language Selection Menu

extends Control

@onready var language_button: OptionButton = %LanguageButton

var _locales: Array[Dictionary] = [
    {"code": "en", "name": "English"},
    {"code": "cs", "name": "Čeština"},
    {"code": "de", "name": "Deutsch"},
    {"code": "ja", "name": "日本語"},
]

func _ready() -> void:
    for locale in _locales:
        language_button.add_item(locale["name"])

    # Set current selection
    var current_locale: String = TranslationServer.get_locale()
    for i in _locales.size():
        if _locales[i]["code"] == current_locale:
            language_button.selected = i
            break

    language_button.item_selected.connect(_on_language_selected)

func _on_language_selected(index: int) -> void:
    TranslationServer.set_locale(_locales[index]["code"])
    # Save preference — SettingsManager is a user-created autoload (see save-load skill)
    SettingsManager.set_setting("general", "locale", _locales[index]["code"])

5. Right-to-Left (RTL) Support

Arabic, Hebrew, and Persian need layout_direction on Controls (LOCALE auto-follows the current locale), structured_text_type so URLs and paths do not fully reverse, and a font covering the script — Godot's default font does not. Re-apply layout direction whenever the locale changes. TranslationServer has no signals — override _notification and watch for Node.NOTIFICATION_TRANSLATION_CHANGED (MainLoop has a constant of the same name). Since you never subscribe, there is no handler to disconnect.

Full recipes, per-control property table, BBCode for mixed direction, and the C# LocaleAwarePanel: references/rtl-support.md


6. Locale-Aware Formatting

GDScript has no locale-aware digit grouping or date formatting — "%d" % 1234567 is always 1234567, so you group digits by hand (TextServer.format_number() only converts the digits to the locale's numeral system). C# does have it: look up a CultureInfo from TranslationServer.GetLocale() (swap _ for -) and use ToString("N"/"C"/"d", culture).

Both helpers in full: references/locale-formatting.md


7. Project Organization

Recommended File Structure

res://
├── translations/
│   ├── game.csv           # Main game translations
│   ├── ui.csv             # UI-specific translations
│   └── items.csv          # Item names and descriptions
├── fonts/
│   ├── default_font.ttf   # Latin, Cyrillic
│   └── cjk_font.ttf       # Chinese, Japanese, Korean
└── themes/
    └── default_theme.tres  # Font assignments per locale

Translation Keys Convention

# Category_Context_Description
MENU_MAIN_START          # Main menu, start button
MENU_MAIN_QUIT           # Main menu, quit button
HUD_HEALTH_LABEL         # In-game HUD, health label
DIALOGUE_NPC_GREETING    # NPC dialogue, greeting line
ITEM_SWORD_NAME          # Inventory item name
ITEM_SWORD_DESC          # Inventory item description

8. Common Pitfalls

SymptomCauseFix
Translation key shows instead of textTranslation file not registered in Project SettingsAdd to Project Settings → Localization → Translations
Text doesn't update on locale switchUsing string literals instead of tr()Wrap all user-facing strings in tr()
Label shows key after scene changeTranslation added at runtime by code that has not run yet in this sceneRegister translations in Project Settings (not at runtime)
RTL text renders LTRlayout_direction not setSet to RTL or LOCALE on root Control
Font doesn't display charactersMissing Unicode range in fontImport a font covering the target script (Noto Sans recommended)
Pluralization doesn't work with CSVBefore Godot 4.6 CSV has no plural forms; on 4.6+ the ?plural column or continuation rows are missingOn 4.6+ add a ?plural column (§10); before 4.6 use PO
%s in translation shows literal %sUsing tr() result as key instead of formatting itUse tr("KEY") % value, not tr("KEY" % value)

9. Editor Locale Preview (Godot 4.5+)

Godot 4.5 adds a Preview Translation submenu to the 2D editor's View menu: the editor viewport re-renders in any loaded locale, so you catch overflow from longer translations and verify RTL layout without entering Play mode. Editor-only — it does not affect exported builds.

Steps and QA benefits: references/editor-preview.md


10. CSV Plural and Context Support (Godot 4.6+)

Godot 4.6 extends CSV translation with two optional header columns — ?context and ?plural — plus an optional ?pluralrule row, bringing context disambiguation and plurals (previously PO-only) to CSV. Extra plural forms go on continuation rows with an empty key, so languages with 3+ forms (Russian, Polish, Arabic) work too. Automatic Control translation skips these rows — call tr() / tr_n() yourself.

Column reference, example CSV, and tr() / tr_n() usage (GDScript + C#): references/csv-plural-context.md.


11. Implementation Checklist

  • All user-facing strings use tr() (or are set as translation keys on Control nodes)
  • Translation files (CSV or PO) are registered in Project Settings → Localization → Translations
  • Language can be switched at runtime via TranslationServer.set_locale()
  • Language preference is saved and restored on game launch
  • Fonts cover all target language character sets (Latin, CJK, Arabic, etc.)
  • RTL languages have layout_direction set to RTL or LOCALE on root UI containers
  • Format strings (%s, %d) are applied AFTER tr(), not before
  • Translation keys follow a consistent naming convention
  • UI layout adapts to longer/shorter text in different languages (no hardcoded widths)
  • Plural forms are provided for every target language — PO, or CSV ?plural rows on Godot 4.6+
  • Editor Locale Preview (2D editor View → Preview Translation) used for translation QA instead of test runs (Godot 4.5+)
  • CSV ?context column used when the same key has different meanings in different UI contexts (Godot 4.6+)
  • CSV plurals use a ?plural column with one continuation row per extra plural form (?pluralrule row only to override a locale's rule) (Godot 4.6+)