
Godot 遊戲在地化完整指南
從 TranslationServer 到字型回退:使用 CSV、PO 檔案、GDScript 和自動化 AI 翻譯在地化 Godot 遊戲。
TranslationServer 基礎
Godot 內建的 TranslationServer 是在地化系統的核心。它在啟動時載入翻譯資源,並透過 tr() 函式解析鍵。GDScript 對 tr() 的每次呼叫都會經過 TranslationServer,無需額外的庫。
# TranslationServer is Godot's built-in localization system.
# It loads translations at startup and resolves keys via tr().
# Set the game's locale
TranslationServer.set_locale("ja")
# Get the current locale
var current = TranslationServer.get_locale() # "ja"
# Translate a key — works everywhere in GDScript
var text = tr("MENU_START") # "ゲームスタート"
# Translate with context (Godot 4.x)
var text = tr("OPEN", "verb") # "Open" (action)
var text = tr("OPEN", "adj") # "Open" (state)CSV 翻譯檔案
CSV 是 Godot 翻譯最簡單的格式。一個檔案按欄儲存所有語言。第一欄是鍵,之後每欄是一種語系。Godot 會自動匯入 .csv 檔案並產生 .translation 資源。
# translations.csv
# First column = key, subsequent columns = locale codes
keys,en,ja,de,es
MENU_START,Start Game,ゲームスタート,Spiel starten,Iniciar juego
MENU_SETTINGS,Settings,設定,Einstellungen,Configuración
MENU_QUIT,Quit,終了,Beenden,Salir
ITEM_SWORD,Sword,剣,Schwert,Espada
ITEM_SHIELD,Shield,盾,Schild,Escudo
DIALOG_GREETING,"Hello, adventurer!",冒険者よ、こんにちは!,"Hallo, Abenteurer!","¡Hola, aventurero!"# In Godot Editor:
# 1. Place your .csv file in the project (e.g., res://translations.csv)
# 2. Godot auto-imports it — creates .translation resources
# 3. Go to Project > Project Settings > Localization > Translations
# 4. Add the generated .translation filesPO/Gettext 翻譯檔案
PO(Portable Object)檔案是軟體在地化的行業標準。Godot 4.x 原生支援 PO,包括複數、上下文消歧和譯者注釋。在 locale/ 目錄中為每種語言建立一個 .po 檔案。
# translations.po — Gettext format for Godot
# Place in res://locale/ja.po
msgid ""
msgstr ""
"Language: ja\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=1; plural=0;\n"
# Simple translation
msgid "MENU_START"
msgstr "ゲームスタート"
# Translation with context (disambiguates identical source strings)
msgctxt "verb"
msgid "OPEN"
msgstr "開く"
msgctxt "adj"
msgid "OPEN"
msgstr "開いている"
# Plural form
msgid "You collected %d coin."
msgid_plural "You collected %d coins."
msgstr[0] "%d枚のコインを集めました。"# Project Settings > Localization > Translations
# Add each .po file:
# res://locale/en.po
# res://locale/ja.po
# res://locale/de.po
# res://locale/es.po
# Or load programmatically:
func _ready():
var translation = load("res://locale/ja.po")
TranslationServer.add_translation(translation)在 GDScript 中使用翻譯
在 GDScript 的任意位置使用 tr() 翻譯字串。結合 GDScript 的 % 運算符進行字串格式化。為穩健地管理語系,可建立一個 Autoload 腳本,透過信號處理語系偵測、持久化和切換。
extends Control
func _ready():
# Simple key lookup
$TitleLabel.text = tr("MENU_START")
# With string formatting (positional)
$GreetingLabel.text = tr("DIALOG_GREETING_NAME") % [player_name]
# With multiple placeholders
$StatusLabel.text = tr("PLAYER_STATUS") % [player_name, level, health]
# Context-aware translation (Godot 4.x)
$ActionButton.text = tr("OPEN", "verb")
# Update UI when locale changes
TranslationServer.set_locale("de")
_update_ui()
func _update_ui():
# Re-apply all translated strings
$TitleLabel.text = tr("MENU_START")
$GreetingLabel.text = tr("DIALOG_GREETING_NAME") % [player_name]# locale_manager.gd — Register as Autoload in Project Settings
extends Node
signal locale_changed(new_locale: String)
const SUPPORTED_LOCALES = ["en", "ja", "de", "es", "fr", "ko", "zh"]
func _ready():
var system_locale = OS.get_locale_language()
if system_locale in SUPPORTED_LOCALES:
set_locale(system_locale)
else:
set_locale("en")
func set_locale(locale: String):
TranslationServer.set_locale(locale)
locale_changed.emit(locale)
func get_locale() -> String:
return TranslationServer.get_locale()複數和預留位置
Godot 透過 PO 檔案的複數形式處理複數。每種語言都在 PO 標頭中定義自己的複數公式。GDScript 的 % 運算符處理位置預留位置(%s 用於字串,%d 用於整數)。對於命名預留位置,請使用 String.replace()。
# Godot uses Gettext PO plural rules.
# Each language defines its own plural formula.
# English (2 forms: one, other)
msgid "You collected %d coin."
msgid_plural "You collected %d coins."
msgstr[0] "You collected %d coin."
msgstr[1] "You collected %d coins."
# Japanese (1 form: other — no singular/plural distinction)
msgid "You collected %d coin."
msgid_plural "You collected %d coins."
msgstr[0] "%d枚のコインを集めました。"
# Russian (3 forms: one, few, many)
msgid "You collected %d coin."
msgid_plural "You collected %d coins."
msgstr[0] "Вы собрали %d монету."
msgstr[1] "Вы собрали %d монеты."
msgstr[2] "Вы собрали %d монет."# GDScript string formatting with tr()
# Positional placeholders with %
var msg = tr("SCORE_MSG") % [score] # "Score: %d" → "Score: 1500"
var msg = tr("STATS") % [name, level, hp] # "%s — Lv %d — HP: %d"
# Named placeholders (manual replacement)
var template = tr("WELCOME_BACK")
var msg = template.replace("{player}", name).replace("{days}", str(days))CJK、阿拉伯文等文字的字型回退
遊戲的主要字型很可能不包含日文、韓文、中文、阿拉伯文或泰文字元。Godot 4.x 支援字型回退鏈:主要字型缺少某個字形時,Godot 會按順序檢查回退字型。若未設定,非拉丁文字會呈現為空方框。
# Godot 4.x supports font fallback chains.
# When a glyph is missing from the primary font, fallbacks are checked in order.
# In the Editor:
# 1. Create a LabelSettings or Theme resource
# 2. Set the primary font (e.g., Noto Sans for Latin)
# 3. Add fallback fonts: Noto Sans JP, KR, SC, Arabic
# Programmatically:
func setup_fonts():
var font = FontFile.new()
font.load_dynamic_font("res://fonts/NotoSans-Regular.ttf")
var fallback_jp = FontFile.new()
fallback_jp.load_dynamic_font("res://fonts/NotoSansJP-Regular.ttf")
font.add_fallback(fallback_jp)
$Label.add_theme_font_override("font", font)# Right-to-left (RTL) support for Arabic, Hebrew, etc.
# In the Editor:
# Select your Control node > Layout > Text Direction = RTL
# Programmatically:
func setup_rtl():
var locale = TranslationServer.get_locale()
var rtl_locales = ["ar", "he", "fa", "ur"]
if locale.substr(0, 2) in rtl_locales:
$Label.text_direction = Control.TEXT_DIRECTION_RTL
$Container.layout_direction = Control.LAYOUT_DIRECTION_RTL場景和 UI 在地化
在地化 Godot 場景有三種方法:在 _ready() 中使用 tr() 翻譯;使用編輯器中的 Auto Translate 屬性;或為需要不同版面配置的語言(例如 RTL 語言)載入完全不同的場景。
# Approach 1: Translate in _ready() using tr()
extends Control
func _ready():
$StartButton.text = tr("MENU_START")
$SettingsButton.text = tr("MENU_SETTINGS")
$QuitButton.text = tr("MENU_QUIT")
# Approach 2: Use auto-translate in the editor
# Set the Text property to the translation key (e.g., "MENU_START")
# and enable "Auto Translate" on the node.
# Approach 3: Locale-specific scenes for complex layouts
func load_localized_scene():
var locale = TranslationServer.get_locale().substr(0, 2)
var path = "res://ui/main_menu_%s.tscn" % locale
if ResourceLoader.exists(path):
add_child(load(path).instantiate())
else:
add_child(load("res://ui/main_menu_en.tscn").instantiate())使用 LocaleChain 實現智能語系回退
地區變體缺失時,Godot 的 TranslationServer 會直接回退到專案的預設語系。如果只有 pt-PT 翻譯,pt-BR 玩家會看到英語而非葡萄牙語。LocaleChain 在設定時將可設定回退鏈中的翻譯合併到 TranslationServer,解決此問題。
# LocaleChain for Godot — smart locale fallback
# Install from Godot AssetLib or copy addons/locale_chain/ into your project
# Problem: Godot's TranslationServer falls back directly to the default locale.
# A pt-BR player with only pt-PT translations sees English, not Portuguese.
# Solution: One-line setup
func _ready():
LocaleChain.configure() # Uses built-in fallback chains
# Now pt-BR falls back to pt-PT → pt → default
# es-MX falls back to es-419 → es → default
# zh-Hant-HK falls back to zh-Hant-TW → zh-Hant → default
# Custom configuration:
func _ready():
# Override specific chains
LocaleChain.configure({"pt-BR": ["pt"]})
# Full custom — only your chains
LocaleChain.configure(
{"pt-BR": ["pt-PT", "pt"], "es-MX": ["es-419", "es"]},
false # don't merge defaults
)
# Reset to original state
LocaleChain.reset()自動翻譯遊戲
完成在地化設定後,使用 AI 翻譯 CSV 或 PO 檔案。直接從 IDE 或 CI/CD 管線自動翻譯遊戲字串、UI 文字、物品說明和對話。
# Translate your Godot locale files with AI
# CSV files:
# In your IDE, ask your AI assistant:
> Translate translations.csv to Japanese, Korean, and German
# PO files:
> Translate locale/en.po to ja, ko, de
# Or use the CLI in CI/CD:
npx i18n-agent translate locale/en.po --lang ja,ko,de
# The tool preserves:
# - CSV column structure and delimiters
# - PO msgctxt, msgid_plural, and plural forms
# - Placeholder syntax (%s, %d, {name})
# - Comments and metadata headers自動保證翻譯品質
常見問題
未匯入翻譯檔案
包含逗號或引號的 CSV 值導致解析失敗
CJK 或阿拉伯文顯示為空方框
PO 標頭中的複數形式數量不正確
自動翻譯被程式碼覆蓋
推薦的專案結構
my_godot_game/
├── addons/
│ └── locale_chain/ # LocaleChain plugin (optional)
│ ├── fallback_map.gd
│ ├── locale_chain.gd
│ └── plugin.cfg
├── fonts/
│ ├── NotoSans-Regular.ttf # Primary font (Latin)
│ ├── NotoSansJP-Regular.ttf # Japanese fallback
│ ├── NotoSansKR-Regular.ttf # Korean fallback
│ └── NotoSansArabic-Regular.ttf # Arabic fallback
├── locale/
│ ├── en.po # English (source)
│ ├── ja.po # Japanese
│ ├── de.po # German
│ ├── es.po # Spanish
│ └── ar.po # Arabic
├── translations.csv # Alternative: CSV format
├── scenes/
│ └── ui/
│ ├── main_menu.tscn
│ └── settings_menu.tscn
├── scripts/
│ ├── locale_manager.gd # Autoload for locale management
│ └── ui/
│ └── main_menu.gd
├── project.godot
└── export_presets.cfg立即試用 i18n Agent
將翻譯檔案拖放到此處
JSON, YAML, PO, XML, CSV, Markdown, Properties
或點擊選擇檔案
目標語言
使用 locale-chain-godot 實現語系回退
當 pl_PL 等地區語系缺少翻譯鍵時,Godot 會直接跳到專案的預設語系,而不會先檢查父級語系 pl。
# Install from Godot Asset Library
# Search: locale-chain-godotvar lc = LocaleChain.new()
lc.configure({
"pl": ["pl_PL", "en"],
"pt_BR": ["pt", "en"],
"zh_Hant_HK": ["zh_Hant", "zh", "en"],
})查看語言回退指南,瞭解受支援框架的完整列表和 75 條內建回退鏈。 Learn more →