Preview and build
After saving translations, check the game output. Before delivery, choose the languages used by the build.
Preview a language
Save translations and the scene, then select Preview on the corresponding language row in Localization Editor. Check the same position in the same scene, such as the quick start's Restart button.
If a target language has no saved translations, a prompt explains that preview will fall back to the source language. Save a translation first, or confirm if you want to inspect the fallback result.
If Preview is unavailable, check the project runtime and connection hint. If text stays in the source language, check the saved translation, L10nLabel Key, project, scene and selected language.
To switch languages from buttons inside the game, see Scripting API.
Build languages
Open the build window, select a platform and check its localization options:
| Option | Use |
|---|---|
| Target languages | Languages included in this build, such as en and zh-Hans. |
| Default language | The startup language when no valid saved selection exists. |
| Fallback language | The language used when a translation is missing. |
The editor's preview language does not choose the build's default language. A player's saved selection takes priority if it is still included in the build. Test the default language in an environment without an earlier saved choice.
Before delivery
- Text matches the selected language; PinK brand names and placeholders remain intact.
- Long translations are not clipped or overlapping, and all characters can be displayed.
- Media and quantity forms match the intended result.
- The built game includes the required languages and can start and switch as configured.
Correct editor preview output still needs checking in the built game. For an issue report, include the PinK version, locale, Key, save state and reproduction steps. State whether the issue occurs in the translation table, preview or built game.