zh-tw.json: remove unused translations

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Yao Wei (魏銘廷) 2025-06-15 13:04:43 +08:00
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@ -1425,7 +1425,6 @@
"Settings.FullBodyTrackingSettings": "全身追蹤設定",
"Settings.FullBodyTrackingSettings.BodyHorizontalAngle": "身體水平角度",
"#Settings.FullBodyTrackingSettings.BodyHorizontalAngle.Description": "This is the angle deviation between feet and head, beyond which you'll be considered in a horizontal pose. This affects certain things like overriding your tracker poses with feet simulation.",
"Settings.GamepadSettings": "遊戲控制器設定",
"Settings.GamepadSettings.ThumbstickLookSpeed": "搖桿移動視角的速度",
@ -1446,15 +1445,13 @@
"Settings.MouseSettings.MouseFreeformRotateSpeed": "游標自由旋轉速度",
"Settings.MouseSettings.MouseFreeformRotateSpeed.Description": "桌面模式下拿取物體時,用游標控制物體自由旋轉的速度",
"Settings.MouseSettings.ScrollWheelGrabMoveSpeed": "握持時的移動速度",
"#Settings.MouseSettings.ScrollWheelGrabMoveSpeed.Description": "When holding items in desktop mode, this controls how fast they will move back and forth with the scroll wheel on your mouse.",
"Settings.KeyboardLookSettings": "鍵盤操控視角設定",
"Settings.KeyboardLookSettings.LookEnabled": "鍵盤操控視角",
"#Settings.KeyboardLookSettings.LookEnabled.Description": "When enabled, Keyboard Look allows you to move your head around using the arrow keys on your keyboard. <br/> It is designed for scenarios when a mouse might not be available or suitable, such as when using a laptop or when accessible alternatives to a mouse are required.",
"Settings.KeyboardLookSettings.HorizontalSpeed": "鍵盤操控視角時的水平移動速度",
"#Settings.KeyboardLookSettings.HorizontalSpeed.Description": "Use this to adjust how fast your head moves horizontally when using Keyboard Look.",
"Settings.KeyboardLookSettings.VerticalSpeed": "鍵盤操控視角時的垂直移動速度",
"#Settings.KeyboardLookSettings.VerticalSpeed.Description": "Use this to adjust how fast your head moves vertically when using Keyboard Look.",
"Settings.GeneralHapticsSettings.EnableControllerVibration": "搖桿震動",
"Settings.GeneralHapticsSettings.EnableControllerVibration.Description": "開關VR上搖桿的震動",
@ -1503,7 +1500,6 @@
"Settings.SteamIntegrationSettings.SaveScreenshots.Description": "您的照片副本將保存於 Steam 的截圖資料夾當中",
"Settings.SteamIntegrationSettings.ForceSteamVoiceOnRemotePlay": "當 Steam 遠端暢玩開啟時,強制使用遠端麥克風",
"#Settings.SteamIntegrationSettings.ForceSteamVoiceOnRemotePlay.Description": "When enabled, this automatically forces the audio input to use Steam Voice when you play through Steam Remote Play. This helps so you don't need to switch automatically to use the forwarded microphone input.<br><br>Disabling this can be useful if you want to use your own audio device - e.g. external microphone.",
"Settings.LeapMotionSettings.LeapMotionEnabled": "開啟手部追蹤",
"Settings.LeapMotionSettings.LeapMotionEnabled.Description": "追蹤器將得以追蹤您的手指移動",
@ -1643,7 +1639,7 @@
"Settings.AudioOutputDeviceSettings.ForceRefreshDevices": "強制更新音訊裝置列表",
"Settings.AudioOutputDeviceSettings.ForceRefreshDevices.Description": "點選此選項使 Resonite 強制更新音訊裝置列表,一般情況下應無須使用,但若 Resonite 無法取得剛加入的音訊裝置,可以嘗試此按鈕。",
"Settings.AudioOutputDeviceSettings.SeparateStreamingCameraOutput": "相機串流使用不同音訊輸出裝置",
"Settings.AudioOutputDeviceSettings.SeparateStreamingCameraOutput.Description": "啟用後,相機輸出串流畫面會使用相機視角來擷取聲音,並輸出至不同的音訊裝置。<br><br>本選項可以讓您聆聽自己視角的聲音,並同時以相機視角來擷取。<br><br>本功能必須要在所選的裝置與一般音訊輸出裝置不同才能使用。",
"Settings.AudioOutputDeviceSettings.SeparateStreamingCameraOutput.Description": "啟用後,相機輸出串流畫面會使用相機視角來擷取聲音,並輸出至不同的音訊裝置。<br><br>本選項可以讓您聆聽自己視角的聲音,並同時以相機視角來擷取。<br><br>本功能必須要在所選的裝置與一般音訊輸出裝置不同才能使用。",
"Settings.AudioOutputDeviceSettings.StreamingCameraPriorities": "相機串流音訊輸出裝置",
"Settings.AudioOutputDeviceSettings.StreamingCameraPriorities.Breadcrumb": "相機串流音訊輸出裝置",
@ -1684,11 +1680,10 @@
"Settings.AudioPerformanceSettings": "音訊效能設定",
"Settings.AudioPerformanceSettings.MaxVoices": "最大發聲數",
"#Settings.AudioPerformanceSettings.MaxVoices.Description": "This controls how many sounds can be playing concurrently. Increasing this will allow you to hear more sounds at once at the cost of CPU usage.<br><br>If you set this too high, you might hear audio crackling.",
"Settings.AudioPerformanceSettings.SimulationFrameSize": "模擬訊框大小",
"#Settings.AudioPerformanceSettings.SimulationFrameSize.Description": "This controls how much audio data is computed in one go when rendering audio. Increasing the value can improve performance in some ways, but will come at the cost of less frequent audio events and increased latency.<br><br>Generally we do not recommend changing this value and keeping the default 1024.",
"Settings.AudioPerformanceSettings.OutputBufferSize": "播放緩衝大小",
"#Settings.AudioPerformanceSettings.OutputBufferSize.Description": "This controls the size of the buffer for audio playback. Higher values will have more audio latency, but are more resilient to crackling and pops.<br><br>By lowering this value you can decrease the audio latency, but the system will be more susceptible to crackling and drops.",
"Settings.VoiceSettings": "聲音配置",
"Settings.VoiceSettings.MutePersistence": "登入時的麥克風狀態",
@ -1715,9 +1710,8 @@
"Settings.RealtimeNetworkingSettings.PreferSteamNetworking": "偏好Steam網路連線",
"Settings.RealtimeNetworkingSettings.PreferSteamNetworking.Description": "設置網路偏好連接Steam。有助於LNL嚴重堵塞的情況然而將會缺少部分功能與連線不穩定僅建議在前述情況下開啟",
"Settings.RealtimeNetworkingSettings.PreferTCP": "偏好使用 TCP",
"#Settings.RealtimeNetworkingSettings.PreferTCP.Description": "When enabled, connections over TCP are preferred over all other protocols. This mostly affects connections on LAN, as TCP is not used for connections over the internet by default.\n\nTCP can have better performance on LAN networks and work on certain networks where UDP based protocols won't work.\n\nHowever they can also suffer from \"head of line\" blocking, causing voices and poses to be significantly delayed.",
"Settings.RealtimeNetworkingSettings.LNL_WindowSize": "LNL 窗口大小",
"#Settings.RealtimeNetworkingSettings.LNL_WindowSize.Description": "This controls the LNL protocol window size for real time networking. Changing this setting will have an immediate effect in all active sessions.\n\nIf you experience any packet queuing, you can increase this value to improve the connection throughput. However, higher values can also destabilize the connection further, so be careful.\n\n<color=hero.yellow>Default Value:</color> 64\n\n<color=hero.red>IMPORTANT:</color> This setting is for diagnostics and a temporary workaround; this value will automatically adjust itself in the future.",
"Settings.AssetGatherSettings.MaxConcurrentAssetTransfers": "最大同時物件傳輸數量",
"Settings.AssetGatherSettings.MaxConcurrentAssetTransfers.Description": "活動開啟時,容許同時間傳輸物件的數量,增加數值將使得同時間內傳輸本地物件增加,但也會同時降低網路連線品質,建議設置在網路最高承受流量數值以下",
@ -1749,7 +1743,6 @@
"Settings.DebugSettings.DebugInputBindings": "顯示輸入綁定系統的除錯訊息",
"Settings.DebugSettings.DebugInputBindings.Description": "開啟時,會顯示輸入綁定系統的除錯資訊,本功能對開發者較為有用。",
"Settings.DebugSettings.ConvertParticleSystems": "將粒子系統轉換為 PhotonDust",
"#Settings.DebugSettings.ConvertParticleSystems.Description": "Enabling this option will run a conversion from the legacy particle system to the new custom one (PhotonDust) for any <b>newly</b> loaded items and worlds.<br><br><color=red>This is intended for testing purposes only!</color> If you are not part of testing, we do not recommend turning this option on, YOUR CONTENT MIGHT BE CORRUPTED AS A RESULT.<br><br>Please see our GitHub/Discord if you'd like to help with testing.",
"Settings.LegacyFeatureSettings.UseLegacyGripEquip": "壓兩下握把裝備",
"Settings.LegacyFeatureSettings.UseLegacyGripEquip.Description": "握兩下握把按鈕即可裝備物件或工具",
@ -1759,10 +1752,8 @@
"Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts.Description": "開啟後,握住握把並按下 App 鍵(用來開啟儀表板的那個按鈕),會開啟舊版的物品欄或活動選單。",
"Settings.LegacyFeatureSettings.SuppressFeetSimulation": "關閉腳部模擬",
"#Settings.LegacyFeatureSettings.SuppressFeetSimulation.Description": "This is to make certain features like posers that hijack feet proxies work, without having to modify them. <br><br>If you turn this on without using posers or similar features, the animations will NOT look correct. Turn this off after you're done using posers. <br><br><color=hero.red>IMPORTANT:</color> This will likely be removed at some point, we recommend upgrading posers to be compatible with the new system and automatically suppress the simulation when active.",
"Settings.LegacyFeatureSettings.PreserveLegacyReverbZoneHandling": "保留舊版迴音區域處理模式",
"#Settings.LegacyFeatureSettings.PreserveLegacyReverbZoneHandling.Description": "When turned on, any legacy audio content that has spatialization enabled will automatically ignore reverb zones to preserve limitation of the legacy audio system.<br><br>Turn this setting on and load the legacy content again. Once you save the converted legacy content, the choice will be \"baked in\" and you'll have to change it manually afterwards.",
"Settings.TwitchInterfaceSettings.ChannelName": "Twitch 頻道名稱",
"Settings.TwitchInterfaceSettings.ChannelName.Description": "相機控制面板中的 Twitch 聊天面板設置預設的 Twitch 頻道名稱",
@ -1797,7 +1788,7 @@
"Settings.NotificationSettings.Invite": "活動邀請",
"Settings.NotificationSettings.Invite.Description": "收到活動的邀請時自動彈跳出通知",
"Settings.NotificationSettings.InviteRequest": "邀請請求",
"#Settings.NotificationSettings.InviteRequest.Description": "This controls if you get notifications when you receive an invite request that you can respond to.",
"Settings.NotificationSettings.ContactRequest": "好友請求",
"Settings.NotificationSettings.ContactRequest.Description": "在收到好友請求時自動彈跳出通知",
"Settings.NotificationSettings.ContactSessionStarted": "新的好友活動",
@ -1807,7 +1798,6 @@
"Settings.NotificationSettings.UserJoinAndLeave": "玩家加入/離開通知",
"Settings.NotificationSettings.UserJoinAndLeave.Description": "任何玩家加入或是離開當前的世界自動彈跳出通知",
"Settings.NotificationSettings.PermissionChanged": "權限變更",
"#Settings.NotificationSettings.PermissionChanged.Description": "When enabled, you will be notified when your permission role is changed in a world. E.g. when you are changed from Guest to Builder.",
"Settings.NamePlateSettings.NameplateVisibility": "名牌可見度",
"Settings.NamePlateSettings.NameplateVisibility.Description": "選擇誰能看見您的名牌",
@ -1845,26 +1835,20 @@
"Settings.EditSettings": "編輯設定",
"Settings.EditSettings.ConfirmComponentDestroy": "銷毀物件時再次確認",
"#Settings.EditSettings.ConfirmComponentDestroy.Description": "When enabled, you'll be asked for confirmation before destroying a component in the inspector. This helps prevent destroying them accidentally with misclick.",
"Settings.EditSettings.ConfirmSlotDestroy": "銷毀 Slot 時再次確認",
"#Settings.EditSettings.ConfirmSlotDestroy.Description": "When enabled, you'll be asked for confirmation when destroying Slots with the Developer Tool. This can prevent accidentally destroying objects when misclick.",
"Settings.CursorSettings": "游標設定",
"Settings.CursorSettings.BaseCursorSize": "基本游標大小",
"#Settings.CursorSettings.BaseCursorSize.Description": "This sets a base cursor size. We recommend setting this first, before adjusting the others as their size is relative to this.",
"Settings.CursorSettings.GrabMultiplier": "握持物件時的縮放倍率",
"#Settings.CursorSettings.GrabMultiplier.Description": "This is applied as a multiplier to your cursor while grabbing objects and items.",
"Settings.CursorSettings.InteractionMultiplier": "互動時的縮放倍率",
"#Settings.CursorSettings.InteractionMultiplier.Description": "This is applied as a multiplier to your cursor while interacting with UI elements such as buttons.",
"Settings.CursorSettings.TextMultiplier": "與文字互動時的縮放倍率",
"#Settings.CursorSettings.TextMultiplier.Description": "This is applied as a multiplier to your cursor while interacting and manipulating text.",
"Settings.CursorSettings.SliderMultiplier": "與滑桿互動時的縮放倍率",
"#Settings.CursorSettings.SliderMultiplier.Description": "This is applied as a multiplier to your cursor while interacting with sliders and scrollbars.",
"Settings.DesktopViewSettings.FollowCursor": "跟隨游標",
"Settings.DesktopViewSettings.FollowCursor.Description": "開啟後,桌面自動切換到滑鼠游標所在的螢幕,適合在 VR 模式時使用實體滑鼠與鍵盤的情況下開啟",
@ -1882,9 +1866,9 @@
"Settings.PhotoCaptureSettings.TimerSeconds": "定時器倒數設定",
"Settings.PhotoCaptureSettings.TimerSeconds.Description": "使用定時器拍照倒數計時的秒數",
"Settings.PhotoCaptureSettings.HandsNearFOV": "手部與視角的最近距離",
"#Settings.PhotoCaptureSettings.HandsNearFOV.Description": "Field of view for photos captured by the finger gesture while your hands are closest to your head.",
"Settings.PhotoCaptureSettings.HandsFarFOV": "手部與視角的最遠距離",
"#Settings.PhotoCaptureSettings.HandsFarFOV.Description": "Field of view for photos captured by the finger gesture while your hands are furthest from your head.",
"Settings.PhotoCaptureSettings.CaptureStereo": "拍攝立體照片",
"Settings.PhotoCaptureSettings.CaptureStereo.Description": "當開啟時所有的快速截圖照片都是立體的可以在VR模式下觀看。",
"Settings.PhotoCaptureSettings.StereoSeparation": "立體距離",
@ -1909,162 +1893,146 @@
"Settings.DesktopRenderSettings.VSync": "垂直同步(VSync)",
"Settings.DesktopRenderSettings.VSync.Description": "當選項開啟後, 更新速率會與您的螢幕更新率同步。關閉此選項可以解除幀數上限,但可能導致畫面撕裂。\n\n若您需要進行效能測試關閉這個選項可以解除更新與渲染的速度上限\n\n<color=hero.red>重要:</color> 此設定無法在VR模式下切換因為更新速率是由VR控制。",
"Settings.DesktopRenderSettings.LimitFramerateWhenUnfocused": "當程式在背景時限制 FPS",
"#Settings.DesktopRenderSettings.LimitFramerateWhenUnfocused.Description": "When enabled, the framerate will be limited to a set value when the application window is unfocused. This is useful if you use other programs and games at the same time, as it will free up more resources for them.",
"Settings.DesktopRenderSettings.MaximumBackgroundFramerate": "背景狀態最大 FPS",
"#Settings.DesktopRenderSettings.MaximumBackgroundFramerate.Description": "This determines the allowed maximum framerate while in background. Lower values will conserve more system resources.",
"Settings.InteractiveCameraFramingSettings.PositioningMode": "定位模式",
"#Settings.InteractiveCameraFramingSettings.PositioningMode.Description": "This controls how the interactive camera is positioned in the world.",
"Settings.InteractiveCameraFramingSettings.FieldOfView": "視野",
"#Settings.InteractiveCameraFramingSettings.FieldOfView.Description": "The field of view of the interactive camera. Higher values will capture more of the scene at the cost of distortion at the edges.",
"Settings.InteractiveCameraFramingSettings.AnglePosition": "角度",
"#Settings.InteractiveCameraFramingSettings.AnglePosition.Description": "In third person or group mode, this controls position around circle of the target subject/group.",
"Settings.InteractiveCameraFramingSettings.Distance": "距離",
"#Settings.InteractiveCameraFramingSettings.Distance.Description": "In third person or group mode, this controls how far away the camera is from the target subject/group.",
"Settings.InteractiveCameraFramingSettings.HeightOffset": "高度差",
"#Settings.InteractiveCameraFramingSettings.HeightOffset.Description": "In third person or group mode, this lets you move the camera higher or lower relative to the target subject/group.",
"Settings.InteractiveCameraFramingSettings.FirstPersonPitch": "第一人稱視角的仰角",
"#Settings.InteractiveCameraFramingSettings.FirstPersonPitch.Description": "In first person mode, use this to pitch the camera up and down.",
"Settings.InteractiveCameraFramingSettings.FirstPersonRoll": "第一人稱視角的翻滾角",
"#Settings.InteractiveCameraFramingSettings.FirstPersonRoll.Description": "In first person mode, this controls the sideways rotation of the camera - tilting of left and right",
"Settings.InteractiveCameraFramingSettings.FirstPersonOffset": "第一人稱視角的距離差",
"#Settings.InteractiveCameraFramingSettings.FirstPersonOffset.Description": "Use this to move the camera offset in first person view relative to your eyes. This can be used if the avatar face geometry is clipping into the camera's view.",
"Settings.InteractiveCameraFramingSettings.FramingViewportPosition": "第三人稱視角的取景位置",
"#Settings.InteractiveCameraFramingSettings.FramingViewportPosition.Description": "These are normalized coordinates in the camera's viewport. The camera will try to frame the target (e.g. user's head in third person mode) to this position in the viewport.",
"Settings.InteractiveCameraFramingSettings.AimInFrontOfHead": "相機對準頭部的前面",
"#Settings.InteractiveCameraFramingSettings.AimInFrontOfHead.Description": "Instead of camera pointing directly at the user's head, it will try to aim at a point in front of user's head. This can be useful when you want to frame what the user is looking at (e.g. in-world items and interfaces).",
"Settings.InteractiveCameraPositioningSettings.AvoidOcclusion": "避免與物體碰撞",
"#Settings.InteractiveCameraPositioningSettings.AvoidOcclusion.Description": "If the view of the camera would be obscured by collidable object, it will automatically move closer to avoid the occlusion.",
"Settings.InteractiveCameraPositioningSettings.KeepInWorldSpace": "維持在世界空間",
"#Settings.InteractiveCameraPositioningSettings.KeepInWorldSpace.Description": "Make sure that the camera stay in the root world space, rather than parenting itself in the same space as the user. This can give better framing and positioning when using user anchors (e.g. in vehicles).",
"Settings.InteractiveCameraPositioningSettings.MovementWobble": "晃動效果",
"#Settings.InteractiveCameraPositioningSettings.MovementWobble.Description": "This adds a random movement offset to the position of the camera that changes over time. This can make shots look less static, especially if you don't move much.",
"Settings.InteractiveCameraRenderSettings.HideAllBadges": "隱藏名牌",
"#Settings.InteractiveCameraRenderSettings.HideAllBadges.Description": "The camera will not render any user badges, regardless of your badge setting.",
"Settings.InteractiveCameraRenderSettings.HideAllLasers": "隱藏雷射",
"#Settings.InteractiveCameraRenderSettings.HideAllLasers.Description": "The camera will not render any user interaction lasers.",
"Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera": "使用者眼睛保持直視相機",
"#Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera.Description": "When avatar uses simulated eye movement (meaning the user doesn't have eye tracking), this will make avatar prioritize eye contact with the camera.",
"Settings.InteractiveCameraGroupSettings.GroupDetectionRadius": "群組偵測半徑",
"#Settings.InteractiveCameraGroupSettings.GroupDetectionRadius.Description": "Users that are within this distance will be added to the group that the camera is automatically framing in the group mode.",
"Settings.InteractiveCameraGroupSettings.GroupLeaveBoundary": "使用者離開群組的距離",
"#Settings.InteractiveCameraGroupSettings.GroupLeaveBoundary.Description": "How far does the user need to move away from the group radius before they are excluded from the group.",
"Settings.InteractiveCameraSmoothingSettings.PositionSmoothSpeed": "位置平滑化速度",
"#Settings.InteractiveCameraSmoothingSettings.PositionSmoothSpeed.Description": "This indicates how fast does the camera move to its target position in the world. Larger values will make the camera move faster, but also result in more jerky movements.",
"Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed": "角度平滑化速度",
"#Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed.Description": "This indicates how quickly does the camera respond to change in angle around the target subject.",
"Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed": "取景平滑化速度",
"#Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed.Description": "This controls how fast the camera adjusts its framing of the target subject. Larger values will make it track the target faster, but also result in more jerky movements.",
"Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors": "在錨點之間移動",
"#Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors.Description": "When enabled, camera will smoothly interpolate between camera anchors in the world.",
"Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed": "移動速度",
"#Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed.Description": "When interpolation between anchors is enabled, this controls how fast the camera moves from one anchor to another.",
"Settings.InteractiveCameraAnchorSettings.UseLinearInterpolation": "使用線性移動",
"#Settings.InteractiveCameraAnchorSettings.UseLinearInterpolation.Description": "Enable this to use linear interpolation when moving between anchors instead of a smooth one. Linear interpolation starts and stops abruptly, but has a constant movement speed, regardless of the distance between anchors. This means that if anchors are further apart, it'll take longer for the camera to reach it.",
"Settings.InteractiveCameraPhotoSettings.SpawnPhotoInWorld": "將已拍攝的相片生成在世界內",
"#Settings.InteractiveCameraPhotoSettings.SpawnPhotoInWorld.Description": "When you take photos using the interactive camera dialog, should they be spawned into the world? When disabled, they will only be saved to your documents or inventory (if autosave is configured)",
"Settings.InteractiveCameraPostProcessingSettings.MotionBlur": "動態模糊",
"#Settings.InteractiveCameraPostProcessingSettings.MotionBlur.Description": "Should the camera render motion blur effect?",
"Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections": "螢幕空間反射",
"#Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections.Description": "Should the camera render screen space reflections effects? This can provide better reflections for shiny surfaces, but can lead to artifacts and increased performance requirements.",
"Settings.InteractiveCameraAudioSettings": "音效",
"Settings.InteractiveCameraAudioSettings.RenderOwnVoiceOnCamera": "收錄自己的聲音",
"#Settings.InteractiveCameraAudioSettings.RenderOwnVoiceOnCamera.Description": "When the audio output for the interactive camera is separated to its own audio device, this controls whether the camera will hear your own voice or not.<br><br>This is useful to make your own voice rendered fully spatilized as it would be heard by other users in the world.<br><br>Make sure to disable microphone capture in your recording software when this option is on.",
"Settings.DescriptionField.NoTextTitle": "更多資訊",
"Settings.DescriptionField.NoTextDescription": "<i><alpha=#77>指向選項以檢視描述。</closeall>",
"Settings.RelaySettings": "網路轉發設定",
"Settings.RelaySettings.AlwaysUseRelay": "強制使用轉發伺服器來連線",
"#Settings.RelaySettings.AlwaysUseRelay.Description": "Relays are typically used as a fallback when a direct connection to the host cannot be established. By enabling this option, you will force the connection to always happen through a relay.\n\nThis can be useful in cases of connection issues to particular hosts. It is <b>NOT</b> recommended to have this option permanently on.",
"Settings.RelaySettings.UseClosestAvailableRelay": "使用最近可用的轉發伺服器",
"#Settings.RelaySettings.UseClosestAvailableRelay.Description": "When this option is enabled the closest available relay will be automatically selected. If you want to connect through a specific relay (e.g. in case of long distance connections to avoid packet queuing) you can disable this option and configure the preferred relays below.",
"Settings.RelaySettings.RelayPriorities": "設定轉發伺服器的優先順序",
"#Settings.RelaySettings.RelayPriorities.Breadcrumb": "Relay Priorities",
"Settings.VideoStreamingServicesSettings": "網路串流服務",
"Settings.VideoStreamingServicesSettings.UseCookiesFromBrowser": "從瀏覽器取得 Cookie",
"#Settings.VideoStreamingServicesSettings.UseCookiesFromBrowser.Description": "If YouTube and other service videos are not loading for you, select the browser you typically use to load cookies from when fetching those videos. This increases the chances of video loading successfully.",
"Settings.PostProcessingSettings": "畫面後處理設定",
"Settings.PostProcessingSettings.MotionBlurIntensity": "動態模糊強度",
"#Settings.PostProcessingSettings.MotionBlurIntensity.Description": "This controls the strength of the motion blur effect, which smears image with motion. Higher values will result in more blurring with same amount of motion.\n\nIf you set the effect to <nobr><color=hero.yellow>0 %</color></nobr> the filter will be disabled completely, which can improve performance.",
"Settings.PostProcessingSettings.BloomIntensity": "光暈強度",
"#Settings.PostProcessingSettings.BloomIntensity.Description": "Bloom effect causes a glow to appear around bright objects in the scene, typically with ones in the HDR range. This lets you control the strength of this effect for the same amount of light. \n\nPlease note that some content can look incorrect when this effect is set to low or disabled.\n\nIf you set the effect to <nobr><color=hero.yellow>0 %</color></nobr> the filter will be disabled completely, which can improve performance.",
"Settings.PostProcessingSettings.AmbientOcclusionIntensity": "環境光遮蔽強度",
"#Settings.PostProcessingSettings.AmbientOcclusionIntensity.Description": "Ambient Occlusion darkens creases and corners in the scene, which would typically receive less light. This can give the scene more depth and realism. Using this control you can control the intensity of the effect.\n\nPlease note that by setting this too low or disabling it, some content might look incorrect or completely flat when it otherwise would not.\n\nIf you set the effect to <nobr><color=hero.yellow>0 %</color></nobr> the filter will be disabled completely, which can improve performance.",
"Settings.PostProcessingSettings.ScreenSpaceReflections": "螢幕空間反射<size=75%>(實驗功能)</size>",
"#Settings.PostProcessingSettings.ScreenSpaceReflections.Description": "When enabled, any parts of the scene currently visible to the camera will reflect off shiny surfaces in realtime. This can add more realism to the scene and improve look of shiny surfaces at cost of extra performance.\n\nPlease note that this filter is considered experimental right now and does not work well in a lot of scenarios, resulting in ghostly reflections and artifacts.",
"Settings.PostProcessingSettings.Antialiasing": "反鋸齒",
"#Settings.PostProcessingSettings.Antialiasing.Description": "Antialising smooths out sharp jagged edges on objects in the scene. You can select from several different filters, with each filter having different downsides. FXAA is commonly used and works reasonably well enough, but can also blur other parts of the scene, such as text.\n\n<color=red>Warning:</color> Some AA options might not be suitable or work at all in VR.",
"Settings.TextureQualitySettings": "貼圖品質",
"Settings.TextureQualitySettings.TextureSizeRatio": "相對貼圖大小",
"#Settings.TextureQualitySettings.TextureSizeRatio.Description": "This determines the relative size of all textures that will be loaded. You can use this to lower the overall resolution of textures, which improves VRAM usage and loading speed at the cost of visual clarity.\n\nFor example if the texture is 4K and you set this to half resolution, 2K version of the texture will be loaded instead.",
"Settings.TextureQualitySettings.TextureSizeLimit": "最大貼圖大小",
"#Settings.TextureQualitySettings.TextureSizeLimit.Description": "Use this to limit the maximum resolution of loaded textures. Any textures above this resolution will be limited to the set resolution. Any textures that are smaller than this will not be affected.\n\nThis setting is applied after the relative texture size.",
"Settings.TextureQualitySettings.MinimumTextureSize": "採用相對貼圖大小的最小解析度",
"#Settings.TextureQualitySettings.MinimumTextureSize.Description": "This controls the minimum resolution of the texture that will be limited by the settings above. If the texture is below this size, it will be loaded as is.\n\nE.g. if you set this to 512, then if texture is 256, it will be still loaded as 256 even if the texture size ratio is set to half.",
"Settings.TextureQualitySettings.DefaultFilterMode": "貼圖過濾",
"#Settings.TextureQualitySettings.DefaultFilterMode.Description": "This controls the filtering used for textures, which controls their quality and performance.\n\n<color=hero.yellow>Point:</color> Lowest quality with no interpolation. Textures will be blocky.\n\n<color=hero.yellow>Bilinear:</color> Texture pixels are interpolated, but mip map transitions will be harsh, leading to a visible transition line.\n\n<color=hero.yellow>Trilinear:</color> Smoothly transitions between different mip levels, removing the harsh transition line at distance.\n\n<color=hero.yellow>Anisotropic:</color> Highest quality, textures will be sharp even at steep angles.",
"Settings.TextureQualitySettings.AnisotropicLevel": "各向異性過濾等級",
"#Settings.TextureQualitySettings.AnisotropicLevel.Description": "Controls the quality of the anisotropic filtering.",
"Settings.TextureQualitySettings.ReloadAllTextures": "重新載入全部貼圖(可能會卡頓)",
"Settings.GaussianSplatQualitySettings": "高斯潑濺渲染品質設定",
"Settings.GaussianSplatQualitySettings.SortMegaOperationsPerCamera": "每個相機一次處理的排序指令數量(百萬)",
"#Settings.GaussianSplatQualitySettings.SortMegaOperationsPerCamera.Description": "When rendering Gaussian Splats, the splats must be sorted for each camera. Currently, this operation can be quite heavy, so it is spread over time to improve overall framerate.<br><br><color=hero.yellow>Increase</color> the value for sorting to happen faster. This will reduce artifacts when changing the view angle around Gaussian Splats rapidly.<br><br><color=hero.yellow>Decrease</color> the value to reduce the GPU usage if your GPU has trouble handling it. However this will increase artifacts when you rapidly change view angle.",
"Settings.GaussianSplatQualitySettings.QualityPreset": "品質預置設定",
"#Settings.GaussianSplatQualitySettings.QualityPreset.Description": "This controls the quality of rendered gaussian splats and their VRAM usage. Higher quality will use more VRAM.<br><br><color=hero.yellow>Very Low:</color> ~18.62x smaller<br><color=hero.yellow>Low:</color> ~14x smaller<br><color=hero.yellow>Medium:</color> ~5.14x smaller<br><color=hero.yellow>High:</color> ~2.94x smaller<br><color=hero.yellow>Very High:</color> Uncompressed (original)",
"Settings.GaussianSplatQualitySettings.MinLocalQuality": "本地匯入的壓縮品質",
"#Settings.GaussianSplatQualitySettings.MinLocalQuality.Description": "For locally imported gaussian splats, the quality will never be lower than this value.<br><br>We do not recommend setting this below Medium, as lower quality levels are significantly more intense and time consuming to compress and should be left to compress on the cloud.<br><br>Setting this to Very High will make gaussian splats load much faster after import due to not having to be compressed at cost of high VRAM usage.",
"Settings.GaussianSplatQualitySettings.AdvancedQuality": "進階品質設定",
"#Settings.GaussianSplatQualitySettings.AdvancedQuality.Description": "When enabled, you can configure the specific encodings used for different Gaussian Splat buffers. This gives you very fined grained control over the quality. It can also be used for testing/diagnostics purposes.",
"Settings.GaussianSplatQualitySettings.PositionFormat": "定位資料格式",
"#Settings.GaussianSplatQualitySettings.PositionFormat.Description": "Encoding used for the positions of the splats",
"Settings.GaussianSplatQualitySettings.ScaleFormat": "縮放資料格式",
"#Settings.GaussianSplatQualitySettings.ScaleFormat.Description": "Encoding used for the scales of the splats",
"Settings.GaussianSplatQualitySettings.ColorFormat": "顏色資料格式",
"#Settings.GaussianSplatQualitySettings.ColorFormat.Description": "Encoding used for the colors & opacities of the splats",
"Settings.GaussianSplatQualitySettings.SphericalHarmonicsFormat": "球諧函數 (Spherical Harmonics) 資料格式",
"#Settings.GaussianSplatQualitySettings.SphericalHarmonicsFormat.Description": "Encoding used for the spherical harmonic data of the splats",
"Settings.ResolutionSettings": "解析度設定",
"Settings.ResolutionSettings.Fullscreen": "全螢幕",
"#Settings.ResolutionSettings.Fullscreen.Description": "Toggles between fullscreen mode and windowed mode",
"Settings.ResolutionSettings.WindowResolution": "視窗解析度",
"#Settings.ResolutionSettings.WindowResolution.Description": "What resolution should be used when in the windowed mode. This controls the actual size of the window on the screen.",
"Settings.ResolutionSettings.FullscreenResolution": "全螢幕解析度",
"#Settings.ResolutionSettings.FullscreenResolution.Description": "What resolution should be used when in fullscreen mode. The size will remain the same, but lowering the resolution can improve performance (particularly with high-resolution screens like 4K) at the cost of more blurry image.",
"Settings.ResolutionSettings.ApplyResolution": "套用設定",
"Settings.RenderingQualitySettings": "渲染品質設定",
"Settings.RenderingQualitySettings.PerPixelLights": "逐像素光照光源數上限",
"#Settings.RenderingQualitySettings.PerPixelLights.Description": "This controls how many point & spot lights can directly affect objects rendered using the forward method - typically transparent and non-PBS objects (e.g. with the toon shader).\n\nIncreasing this value will improve the quality of lighting and reduce color flickering in presence of multiple lights at the cost of performance - the object needs to be rendered multiple times for each light affecting it.",
"Settings.RenderingQualitySettings.ShadowCascades": "陰影層級",
"#Settings.RenderingQualitySettings.ShadowCascades.Description": "This controls the resolution cascading of the shadows for directional lights in the world. Cascades better distribute the resolution of the shadow map - providing higher shadow resolution up close and lower resolution further away, but cost more performance to render.",
"Settings.RenderingQualitySettings.ShadowResolution": "陰影解析度",
"#Settings.RenderingQualitySettings.ShadowResolution.Description": "This controls the resolution of shadows for lights. Increasing this value will give shadow smoother edges and better definition, but increase the performance requirements.\n\nPlease note that some lights might override the shadow resolution and won't be affected by this setting.",
"Settings.RenderingQualitySettings.ShadowDistance": "陰影距離",
"#Settings.RenderingQualitySettings.ShadowDistance.Description": "This controls the distance that shadows cover. Increasing this value will make sure more distant parts of the scene are properly covered in shadows, but this also spreads out the detail of the shadow over larger area.\n\nYou should change this setting together with the shadow cascades and resolution - with higher shadow resolution, you can afford higher shadow distance. If you lower the shadow resolution and cascades, you'll want to lower the shadow distance so shadows have better definition.",
"Settings.RenderingQualitySettings.SkinWeightMode": "綁定權重數",
"#Settings.RenderingQualitySettings.SkinWeightMode.Description": "For any skinned meshes (3D models that are deformed by bones, like most avatars), this controls how many bones are used to affect position of each vertex.\n\nLowering this value will save some performance, but the deformation quality will be lower, resulting in sharp creases and other artifacts, typically around joints.",
"Settings.ImportSettings": "匯入設定",
"Settings.ImportSettings.SessionUrls": "匯入活動 URL 時的行為",
"#Settings.ImportSettings.SessionUrls.Description": "When a Session URL is imported, what should happen. The available options are:\n\n<color=hero.yellow>Open</color> - Open the Session.\n<color=hero.yellow>SpawnInterface</color> - Spawns a representation(such as a session orb) of the URL in your current location.\n<color=hero.yellow>SpawnUrl</color> - Spawns the URL in your current location as a URL Interface.",
"Settings.ImportSettings.WorldUrls": "匯入世界 URL 時的行為",
"#Settings.ImportSettings.WorldUrls.Description": "When a World URL is imported, what should happen. The available options are:\n\n<color=hero.yellow>Open</color> - Open the World.\n<color=hero.yellow>SpawnInterface</color> - Spawns a representation(such as a world orb) of the world in your current location.\n<color=hero.yellow>SpawnUrl</color> - Spawns the URL in your current location as a URL Interface.",
"Settings.ImportSettings.NetworkUrls": "匯入網路 URL 時的行為",
"#Settings.ImportSettings.NetworkUrls.Description": "When a Network URL is imported, what should happen. The available options are:\n\n<color=hero.yellow>Open</color> - Open a connection to the session at the URL.\n<color=hero.yellow>SpawnInterface</color> - Spawns a representation(such as a session orb) of the url in your current location.\n<color=hero.yellow>SpawnUrl</color> - Spawns the URL in your current location as a URL Interface.",
"Settings.MysterySettings": "神秘設定",