Translator:Translate
Returns the localized text string in a LocalizationTable based on its Translator locale. This string will be in the context of the provided object, given the provided Source text.
See Localize with scripting for more details and usage examples of this function.
Context Overrides
In some cases, duplicate Source strings may have completely different translations in other languages. For example, the English noun "Screen" can indicate both a computer screen and a window screen, but the Spanish translations are completely different:
A | B | C | D | E |
Key | Context | Source | Example | es |
Screen | Pantalla | |||
Screen | Mosquitero | |||
In these cases, the first argument to this function — a valid in-game Instance — can be used as a "tie breaker" when multiple GUI objects use the same source string. To implement this, specify the "path" to the Instance you'd like to override as the Context value of the translation data:
A | B | C | D | E |
Key | Context | Source | Example | es |
workspace.ComputerScreen.SurfaceGui.TextLabel | Screen | Pantalla | ||
Screen | Mosquitero | |||
Then, when calling this function in a script, pass the same Instance as the first argument, followed by the Source lookup text as the second argument:
local Players = game:GetService("Players")
local LocalizationService = game:GetService("LocalizationService")
local success, translator = pcall(function()
return LocalizationService:GetTranslatorForPlayerAsync(Players.LocalPlayer)
end)
if success then
local trans = translator:Translate(workspace.ComputerScreen.SurfaceGui.TextLabel, "Screen")
print(trans)
else
warn("Cannot load translator for player!")
end
Parameters
A valid in-game Instance to use for context override as outlined above. Note that this argument can be arbitrary, for example game, if you don't require a context override.
The Source text to look up and translate.
Returns
The translated text.