zh-tw.json: add missing keys

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Yao Wei (魏銘廷) 2025-06-05 23:24:21 +08:00
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@ -1321,9 +1321,753 @@
"Settings.Category.Graphics": "圖形",
"Settings.Category.InteractiveCamera": "相機",
"#Settings.LegacyFeatureSettings.ConvertLegacySettings": "DEBUG - Convert Legacy Settings",
"#Settings.DebugSettings.DebugResetAllSimpleSettings": "DEBUG - Reset all simple settings",
"#Settings.GeneralControlsSettings": "General Controls",
"#Settings.LocomotionSettings": "Locomotion",
"#Settings.MovementSettings": "Movement",
"#Settings.MouseSettings": "Mouse",
"#Settings.GeneralHapticsSettings": "Haptic Feedback",
"#Settings.GeneralVRSettings": "VR",
"#Settings.LeapMotionSettings": "Leap Motion",
"#Settings.ViveHandTrackingSettings": "Vive Hand Tracking",
"#Settings.TrackingSmoothingSettings": "Tracking Smoothing",
"#Settings.UserMetricsSettings": "User Metrics",
"#Settings.OnlineStatusSettings": "Online Status",
"#Settings.OnlineStatusSettings.DefaultStatus": "Default Status",
"#Settings.OnlineStatusSettings.DefaultStatus.Description": "This is the default status that you will start with after logging in, unless there's a previously remembered status.",
"#Settings.OnlineStatusSettings.RememberMode": "Remember last status",
"#Settings.OnlineStatusSettings.RememberMode.Description": "Use this to control if your last online status should be preserved between logins or not. This includes any statuses other than Invisible, which is controlled via separate setting.",
"#Settings.OnlineStatusSettings.RememberTimespan": "Remember status for",
"#Settings.OnlineStatusSettings.RememberTimespan.Description": "Your last online status will be remembered only if you log in again within this timeframe. If you take longer than this, you'll start with your default status instead.",
"#Settings.OnlineStatusSettings.InvisibleRememberMode": "Remember last invisible status",
"#Settings.OnlineStatusSettings.InvisibleRememberMode.Description": "This controls how your last status is remembered specifically if you were last set to Invisible. Otherwise this functions the same.\n\nThe invisible status has a separate setting for privacy reasons, to ensure that if you were last set to invisible, you can ensure that you'll stay invisible at the next login even if your other statuses are not remembered.",
"#Settings.OnlineStatusSettings.InvisibleRememberTimespan": "Remember invisible status for",
"#Settings.OnlineStatusSettings.InvisibleRememberTimespan.Description": "Your last invisible status will be remembered only if you log in again within this timeframe. If you take longer than this, you'll start with your default status instead.",
"#Settings.OnlineStatusSettings.AutoAwayTimespan": "Switch to Away when idle for",
"#Settings.OnlineStatusSettings.AutoAwayTimespan.Description": "When you are idle for this amount of time, your online status will automatically be switched to Away. Once you come back, it will automatically be set back to previous state, unless you set it to Away manually.",
"#Settings.AudioInputDeviceSettings": "Audio Input",
"#Settings.AudioOutputDeviceSettings": "Audio Output",
"#Settings.AudioVolumeSettings": "Volume",
"#Settings.AudioAccessibilitySettings": "Audio Accessibility",
"#Settings.AudioInputFilteringSettings": "Input Filtering",
"#Settings.RealtimeNetworkingSettings": "Realtime Networking",
"#Settings.AssetGatherSettings": "Asset Gathering",
"#Settings.HostAccessSettings": "Host Access",
"#Settings.UserRestrictionsSettings": "User Restrictions",
"#Settings.WindowsSettings": "Windows Settings",
"#Settings.DebugSettings": "Debug",
"#Settings.LegacyFeatureSettings": "Legacy Features",
"#Settings.TwitchInterfaceSettings": "Twitch Streaming Interface",
"#Settings.MessagingPrivacySettings": "Messaging Privacy",
"#Settings.LocaleSettings": "Locale",
"#Settings.DashSettings": "Dashboard",
"#Settings.NamePlateSettings": "Nameplates",
"#Settings.LaserSettings": "Interaction Lasers",
"#Settings.DesktopViewSettings": "Desktop View",
"#Settings.PhotoCaptureSettings": "Quick Photo Capture",
"#Settings.DesktopRenderSettings": "Desktop Render Settings",
"#Settings.InteractiveCameraFramingSettings": "Framing",
"#Settings.InteractiveCameraPositioningSettings": "Positioning",
"#Settings.InteractiveCameraRenderSettings": "Rendering",
"#Settings.InteractiveCameraGroupSettings": "User Grouping",
"#Settings.InteractiveCameraSmoothingSettings": "Smoothing",
"#Settings.InteractiveCameraAnchorSettings": "Anchors",
"#Settings.InteractiveCameraPhotoSettings": "Photos",
"#Settings.InteractiveCameraPostProcessingSettings": "Post Processing",
"#Settings.GeneralControlsSettings.PrimaryHand": "Primary hand",
"#Settings.GeneralControlsSettings.PrimaryHand.Description": "Which hand is considered your primary. Various systems use this for interactions, e.g. when equipping tools.",
"#Settings.GeneralControlsSettings.DoubleClickInterval": "Double click interval",
"#Settings.GeneralControlsSettings.DoubleClickInterval.Description": "This controls the maximum amount of time that may pass between the first and second clicks of a double-click. If you are triggering double clicks too frequently, decrease this value. If you are having trouble triggering double clicks, raise this value.",
"#Settings.LocomotionSettings.LocomotionPreferences": "Locomotion Preferences",
"#Settings.LocomotionSettings.LocomotionPreferences.Breadcrumb": "Locomotion Preferences",
"#Settings.MovementSettings.LeftSidewaysMode": "Left controller sideways movement mode",
"#Settings.MovementSettings.LeftSidewaysMode.Description": "Use this to determine what the sideways joystick/touchpad motion on your left controller will do.",
"#Settings.MovementSettings.RightSidewaysMode": "Right controller sideways movement mode",
"#Settings.MovementSettings.RightSidewaysMode.Description": "Use this to determine what the sideways joystick/touchpad motion on your right controller will do.",
"#Settings.MovementSettings.UseHeadDirectionForMovement": "Use head direction for movement",
"#Settings.MovementSettings.UseHeadDirectionForMovement.Description": "When enabled, moving forward will move you in whatever direction you are currently looking for while in VR. When disabled, the direction your controller is pointing will be used instead.",
"#Settings.MovementSettings.UseSmoothTurn": "Smooth turning",
"#Settings.MovementSettings.UseSmoothTurn.Description": "This will gradually rotate you when turning while in VR. This can be more immersive, but is more likely to induce nausea. Turn this setting off if you prefer snap turning.",
"#Settings.MovementSettings.SmoothTurnExclusiveMode": "Use smooth turn exclusive mode",
"#Settings.MovementSettings.SmoothTurnExclusiveMode.Description": "When enabled, a single joystick can either move you forward/backward or turn you, but never both at the same time. Enable this if you're often accidentally turning while just trying to move.",
"#Settings.MovementSettings.SmoothTurnSpeed": "Smooth turning speed",
"#Settings.MovementSettings.SmoothTurnSpeed.Description": "This setting controls how fast you will turn when smooth turning is enabled. The value is degrees per second, so a value of 360 will turn you full circle in one second at full joystick tilt.",
"#Settings.MovementSettings.SnapTurnAngle": "Snap turning angle",
"#Settings.MovementSettings.SnapTurnAngle.Description": "This is the angle (in degrees) you will rotate when you trigger a snap turn.",
"#Settings.MovementSettings.NoClipSpeed": "Noclip speed",
"#Settings.MovementSettings.NoClipSpeed.Description": "This controls how fast you'll move when you're using the Noclip locomotion specifically. This type of locomotion is often used for building and testing and as such is not controlled by the world you're in, while others typically are.",
"#Settings.MovementSettings.MovementDeadzone": "Movement deadzone",
"#Settings.MovementSettings.MovementDeadzone.Description": "This setting can be used to correct drift. Increasing this value will require you to tilt your joystick further to start moving.",
"#Settings.MovementSettings.TurningDeadzone": "Turning deadzone",
"#Settings.MovementSettings.TurningDeadzone.Description": "This setting can be used to correct drift and prevent accidental turning when moving and turning on the same joystick. Increasing this value will require you to tilt your joystick further to start turning.",
"#Settings.MovementSettings.MovementExponent": "Movement exponent",
"#Settings.MovementSettings.MovementExponent.Description": "Use this to control the curve response when moving. You can use this to either start moving slow at first and then quickly ramp up or start moving faster immediately, depending whether the value is above or below 1.0",
"#Settings.GrabbingSettings": "Grabbing Settings",
"#Settings.GrabbingSettings.DefaultHandGrabType": "Default Hand Grab Type",
"#Settings.GrabbingSettings.DefaultHandGrabType.Description": "This determines what your default grab mode for hands is when you spawn in new worlds.\n\n<color=hero.yellow>Palm:</color> You will grab all objects that are near your palm.\n\n<color=hero.yellow>Precision:</color> You will grab a single object between your index finger and thumb.\n\n<color=hero.yellow>Auto:</color> Mode is automatically switched between palm and precision depending on the orientation of your hand.\n\n<color=hero.yellow>Off:</color> You'll only be able to grab items with your lasers.",
"#Settings.FullBodyTrackingSettings": "Full Body Tracking",
"#Settings.FullBodyTrackingSettings.BodyHorizontalAngle": "Body Horizontal Angle",
"#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": "Gamepad",
"#Settings.GamepadSettings.ThumbstickLookSpeed": "Thumbstick Looking Speed",
"#Settings.GamepadSettings.ThumbstickLookSpeed.Description": "Use this to adjust the sensitivity of the speed at which the viewpoint is moved with the thumbstick.",
"#Settings.GamepadSettings.ThumbstickLookExponent": "Thumbstick Looking Exponent",
"#Settings.GamepadSettings.ThumbstickLookExponent.Description": "Use this to control the curve response of the viewpoint movement with the thumbstick. With this setting, you can either start moving slowly at first and then ramp up quickly, or start moving faster immediately, depending on whether the value is above or below 1.0.",
"#Settings.GamepadSettings.UseGamepadWhenUnfocused": "Use gamepad when unfocused",
"#Settings.GamepadSettings.UseGamepadWhenUnfocused.Description": "When this setting is enabled, any inputs from gamepads will be used even when the application window isn't currently focused. You can turn this off if you like to run other games at the same time that also use gamepad.",
"#Settings.MouseSettings.MouseSensitivity": "Sensitivity",
"#Settings.MouseSettings.MouseSensitivity.Description": "Overall mouse sensitivity for desktop interactions.",
"#Settings.MouseSettings.MouseLookSpeed": "Looking speed",
"#Settings.MouseSettings.MouseLookSpeed.Description": "Use this to adjust the sensitivity of how fast the camera looks around when in first or third person mode.",
"#Settings.MouseSettings.MousePanSpeed": "Panning speed",
"#Settings.MouseSettings.MousePanSpeed.Description": "This controls how fast the view looks with mouse movement when in UI aligned viewing mode.",
"#Settings.MouseSettings.MouseRotateSpeed": "Rotation speed",
"#Settings.MouseSettings.MouseRotateSpeed.Description": "When holding items in desktop mode, this controls how fast they will be rotated around their axis with the mouse.",
"#Settings.MouseSettings.MouseFreeformRotateSpeed": "Freeform rotation speed",
"#Settings.MouseSettings.MouseFreeformRotateSpeed.Description": "When holding items in desktop mode, this controls how fast they will be rotated when using freeform rotation.",
"#Settings.MouseSettings.ScrollWheelGrabMoveSpeed": "Grab Move Speed",
"#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": "Keyboard Look Settings",
"#Settings.KeyboardLookSettings.LookEnabled": "Keyboard Look",
"#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": "Horizontal Speed for Keyboard Looking",
"#Settings.KeyboardLookSettings.HorizontalSpeed.Description": "Use this to adjust how fast your head moves horizontally when using Keyboard Look.",
"#Settings.KeyboardLookSettings.VerticalSpeed": "Vertical Speed for Keyboard Looking.",
"#Settings.KeyboardLookSettings.VerticalSpeed.Description": "Use this to adjust how fast your head moves vertically when using Keyboard Look.",
"#Settings.GeneralHapticsSettings.EnableControllerVibration": "Controller vibration",
"#Settings.GeneralHapticsSettings.EnableControllerVibration.Description": "Use this to enable or disable haptic vibration specifically on VR controllers.",
"#Settings.GeneralHapticsSettings.EnableHaptics": "Haptic feedback",
"#Settings.GeneralHapticsSettings.EnableHaptics.Description": "When enabled, you will receive haptic feedback from avatars and items in the world on your controllers and other haptic devices.",
"#Settings.GeneralVRSettings.UseVRHotswitching": "VR Hotswitching",
"#Settings.GeneralVRSettings.UseVRHotswitching.Description": "When enabled, you will automatically be switched between VR and desktop mode when you take your VR headset on or off",
"#Settings.TrackingSmoothingSettings.HandPositionSmoothing": "Hand Position Smoothing",
"#Settings.TrackingSmoothingSettings.HandRotationSmoothing": "Hand Rotation Smoothing",
"#Settings.TrackingSmoothingSettings.HandPositionSmoothing.Description": "When enabled, this controls how much the hand position is smoothed out. Typically this is helpful for users with tremors and other accessibility issues that cause jitter.",
"#Settings.TrackingSmoothingSettings.HandRotationSmoothing.Description": "When enabled, this controls how much the hand rotation is smoothed out. Typically this is helpful for users with tremors and other accessibility issues that cause jitter.",
"#Settings.TrackingSmoothingSettings.FeetPositionSmoothing": "Feet Position Smoothing",
"#Settings.TrackingSmoothingSettings.FeetRotationSmoothing": "Feet Rotation Smoothing",
"#Settings.TrackingSmoothingSettings.FeetPositionSmoothing.Description": "When enabled, this controls how much the position of feet is smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
"#Settings.TrackingSmoothingSettings.FeetRotationSmoothing.Description": "When enabled, this controls how much the rotation of feet is smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
"#Settings.TrackingSmoothingSettings.HipsPositionSmoothing": "Hips Position Smoothing",
"#Settings.TrackingSmoothingSettings.HipsRotationSmoothing": "Hips Rotation Smoothing",
"#Settings.TrackingSmoothingSettings.HipsPositionSmoothing.Description": "When enabled, this controls how much the position of hips is smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
"#Settings.TrackingSmoothingSettings.HipsRotationSmoothing.Description": "When enabled, this controls how much the rotation of hips is smoothed out when using full body tracking. This can be useful to eliminate vibrations and jitter, but it also makes the trackers lag behind more and not respond to rapid motions as well.",
"#Settings.MediaPrivacySettings": "Media Privacy",
"#Settings.MediaPrivacySettings.MediaMetadataOptOut": "Opt out of media metadata",
"#Settings.MediaPrivacySettings.MediaMetadataOptOut.Description": "When enabled, you will be excluded from metadata in captured media (typically virtual photos & audio clips). You will still appear in those media assets, but no information, such as your UserID and position in the scene will be stored alongside it.\n\nIf you become aware of any users are modifying their clients to ignore this opt out, please report them to the moderation team, as this would be considered harassment.",
"#Settings.MediaPrivacySettings.HideInScreenshots": "Do not show me in screenshots",
"#Settings.MediaPrivacySettings.HideInScreenshots.Description": "When enabled, you will not be rendered in screenshots captured in-game.\n\n<color=hero.red>IMPORTANT:</color> Please note that this does not affect realtime cameras, screenshots taken by methods outside of the game or captures done through other methods in-world that might be part of the world's mechanics.",
"#Settings.MediaPrivacySettings.StripImageFileMetadata": "Strip image metadata on import",
"#Settings.MediaPrivacySettings.StripImageFileMetadata.Description": "When enabled, strips metadata from images on <b>import</b>.\n\nIncludes EXIF, Embedded comments, IPTC, XMP, and GEOTIFF metadata.\n\nThis will also strip any location data (such as GPS) within that metadata.\n\nDoes <b>not</b>, include files imported with the \"Raw File\" option.",
"#Settings.Category.Integrations": "Integrations",
"#Settings.DiscordIntegrationSettings": "Discord Integration",
"#Settings.SteamIntegrationSettings": "Steam Integration",
"#Settings.DiscordIntegrationSettings.RichPresence": "Discord Rich Presence",
"#Settings.DiscordIntegrationSettings.RichPresence.Description": "Controls what information {appName} sends to Discord's Rich Presence systems.\n\n<color=hero.yellow>None</color> - Do not send Rich Presence information to Discord.\n<color=hero.yellow>Basic</color> - Send only limited details such as your presence in {appName}.\n<color=hero.yellow>Full</color> - When in a public session, send all suitable session information to Discord. Includes the world name and how many users are in the session.\n\nDiscord itself also does its own detection to display what game you are playing. This can be disabled in Discord's settings.",
"#Settings.SteamIntegrationSettings.RichPresence": "Steam Rich Presence",
"#Settings.SteamIntegrationSettings.RichPresence.Description": "Controls what information {appName} sends to Steam's Rich Presence systems.\n\n<color=hero.yellow>None</color> - Do not send Rich Presence information to Steam.\n<color=hero.yellow>Basic</color> - Send only limited details such as your presence in {appName}.\n<color=hero.yellow>Full</color> - When in a public session, send all suitable session information to Steam. Includes the world name and how many users are in the session.\n\nSteam itself will display that you are playing {appName} regardless of this setting. Changing this setting only affects how much extra data is sent to Steam about your active session.",
"#Settings.SteamIntegrationSettings.SaveScreenshots": "Save Screenshots",
"#Settings.SteamIntegrationSettings.SaveScreenshots.Description": "When you take a picture with this setting enabled, a copy will be saved to Steam screenshots.",
"#Settings.SteamIntegrationSettings.ForceSteamVoiceOnRemotePlay": "Force Steam Voice when Remote Play is active",
"#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": "Leap Motion hand tracking",
"#Settings.LeapMotionSettings.LeapMotionEnabled.Description": "When enabled, the Leap Motion device will be used to track your hands and fingers when present.",
"#Settings.LeapMotionSettings.Offset": "Hand tracking offset",
"#Settings.LeapMotionSettings.Offset.Description": "This is the offset in meters of the Leap Motion sensor on your VR headset. Tweak these values to make sure your hands are positioned correctly.",
"#Settings.LeapMotionSettings.SnapDistance": "Controller snapping distance",
"#Settings.LeapMotionSettings.SnapDistance.Description": "When your hands are within the range of controllers, they will automatically snap to them and use the hand tracking data from the controller itself, instead of Leap Motion. This controls the distance at which the hands will snap.",
"#Settings.LeapMotionSettings.UseFingersWhenSnapped": "Track hands while using controllers",
"#Settings.LeapMotionSettings.UseFingersWhenSnapped.Description": "When hands are snapped to controllers, this will still pose the fingers using data coming from the Leap Motion",
"#Settings.ViveHandTrackingSettings.ViveHandTrackingEnabled": "Vive hand tracking",
"#Settings.ViveHandTrackingSettings.ViveHandTrackingEnabled.Description": "When enabled, your hands and fingers will be tracked using the Vive hand tracking. This typically uses the cameras on the VR headset itself. You might need to enable the hand tracking in Steam VR settings.",
"#Settings.ViveHandTrackingSettings.SnapDistance": "Controller snapping distance",
"#Settings.ViveHandTrackingSettings.SnapDistance.Description": "When your hands are within the range of controllers, they will automatically snap to them and use the hand tracking data from the controller itself, instead of the headset cameras. This controls the distance at which the hands will snap.",
"#Settings.ViveHandTrackingSettings.UseFingersWhenSnapped": "Track hands while using controllers",
"#Settings.ViveHandTrackingSettings.UseFingersWhenSnapped.Description": "When hands are snapped to controllers, this will still pose the fingers using data coming from the VR headset cameras",
"#Settings.TrackerSettings": "Tracker Settings",
"#Settings.TrackerSettings.UseTrackers": "Use Trackers",
"#Settings.TrackerSettings.UseTrackers.Description": "Using this option you can globally disable all body trackers. This can be useful if your trackers are in a corner and charging, resulting in your avatar being crumpled up.",
"#Settings.TrackerSettings.Trackers": "Manage Trackers",
"#Settings.TrackerSettings.Trackers.Breadcrumb": "Trackers",
"#Settings.TrackerSettings.Trackers.UseTracker": "Use Tracker",
"#Settings.TrackerSettings.Trackers.UseTracker.Description": "Should this tracker be used for tracking? You can use this to temporarily disable given tracker without having to reset its mapping.",
"#Settings.TrackerSettings.Trackers.FreezeTracking": "Freeze Tracking",
"#Settings.TrackerSettings.Trackers.FreezeTracking.Description": "Enabling this will keep the tracker active, but freeze its current position and rotation. This setting is not persistent and will be reset on the next launch.",
"#Settings.TrackerSettings.Trackers.CustomName": "Custom Name",
"#Settings.TrackerSettings.Trackers.CustomName.Description": "You can give the tracker a custom name to make it easy to distinguish from others, rather than using its ID. This is mostly cosmetic, with no functional differences.",
"#Settings.TrackerSettings.Trackers.MappedBodyNode": "Tracker Mapping",
"#Settings.TrackerSettings.Trackers.MappedBodyNode.Description": "Which body part is this tracker mapped to for full body tracking.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
"#Settings.TrackerSettings.Trackers.MappedPosition": "Mapped Position",
"#Settings.TrackerSettings.Trackers.MappedPosition.Description": "The position of the tracker relative to the body part that it's mapped to.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
"#Settings.TrackerSettings.Trackers.MappedRotation": "Mapped Rotation",
"#Settings.TrackerSettings.Trackers.MappedRotation.Description": "The rotation of the tracker relative to the body part that it's mapped to.\n\nWe recommend using the full body calibration to set this setting, instead of adjusting it manually here.",
"#Settings.TrackerSettings.Trackers.UseInVR": "Use in VR",
"#Settings.TrackerSettings.Trackers.UseInVR.Description": "Should this tracker affect your avatar while in VR mode?",
"#Settings.TrackerSettings.Trackers.UseInDesktop": "Use in desktop",
"#Settings.TrackerSettings.Trackers.UseInDesktop.Description": "Should this tracker affect your avatar while in desktop mode?",
"#Settings.TrackerSettings.Trackers.TrackerID": "Tracker ID",
"#Settings.TrackerSettings.Trackers.TrackerID.Description": "Unique ID of this tracker. This information is considered private and is not the same ID as one that will be shown in world to avoid tracking through fingerprinting.",
"#Settings.TrackerSettings.Trackers.TrackerBattery": "Tracker battery",
"#Settings.TrackerSettings.Trackers.TrackerBattery.Description": "The current battery level of this tracker. Note that some trackers might not support tracking current battery level.",
"#Settings.TrackerSettings.Trackers.TrackerIsCharging": "Is Charging",
"#Settings.TrackerSettings.Trackers.TrackerIsCharging.Description": "This indicates if the tracker is currently charging. Note that some trackers might not support reporting this information.",
"#Settings.TrackerSettings.Trackers.Unmap": "Reset mapping",
"#Settings.TrackerSettings.Trackers.Remove": "Remove tracker entry",
"#Settings.SteamLinkSettings": "Steam Link",
"#Settings.SteamLinkSettings.OSC_DataPort": "OSC Face tracking port",
"#Settings.SteamLinkSettings.OSC_DataPort.Description": "Which port should be used for listening for OSC face tracking data. This should match the same port you set in SteamVR settings for the face tracking to work.",
"#Settings.HapticPointMapping.MappingTarget": "Map To",
"#Settings.HapticPointMapping.MappingTarget.Description": "Use this to configure which part of the avatar you want this device to be mapped to.",
"#Settings.HapticPointMapping.PointRadius": "Haptic Point Radius",
"#Settings.HapticPointMapping.PointRadius.Description": "This lets you control the size of the haptic point on the avatar. Making it bigger will make it easier to trigger from bigger distances, but also results in less precision, as any haptic trigger within the point's volume will activate it.",
"#Settings.HapticPointMapping.TorsoHorizontalPosition": "Horizontal position on torso",
"#Settings.HapticPointMapping.TorsoHorizontalPosition.Description": "This is the horizontal position along torso, going from left to the right",
"#Settings.HapticPointMapping.TorsoVerticalPosition": "Vertical position on torso",
"#Settings.HapticPointMapping.TorsoVerticalPosition.Description": "This is the vertical position along torso, going from the bottom to the top.",
"#Settings.HapticPointMapping.TorsoSide": "Torso side",
"#Settings.HapticPointMapping.TorsoSide.Description": "This indicates which side of torso should this device be mapped to (front or back)",
"#Settings.HapticPointMapping.HeadPitchAngle": "Head Pitch Angle",
"#Settings.HapticPointMapping.HeadPitchAngle.Description": "This controls position along the \"vertical\" axis of the head. The default position is the center of face (where your nose is). Increasing the angle will go upwards toward the top of your head. Decreasing the value goes downwards towards the chin.",
"#Settings.HapticPointMapping.HeadYawAngle": "Head Yaw Angle",
"#Settings.HapticPointMapping.HeadYawAngle.Description": "This controls the horizontal position around head, turning left or right. The center (where your nose is) is the default pose. Decreasing the value will go left, increasing will go right. This wraps all around the head in a circle at 180°, which is where the back of your head is.",
"#Settings.HapticPointMapping.ArmSide": "Arm",
"#Settings.HapticPointMapping.ArmSide.Description": "Which arm should this map to? Left or right?",
"#Settings.HapticPointMapping.ArmPositionAlong": "Position along the arm",
"#Settings.HapticPointMapping.ArmPositionAlong.Description": "This controls the position along the arm. This starts at the shoulder and goes all the way to the wrist. Midway position is where the elbow is.",
"#Settings.HapticPointMapping.ArmAngleAround": "Angle around the arm",
"#Settings.HapticPointMapping.ArmAngleAround.Description": "This controls the angle around the circumference of the arm. The default 0° position is aligned with the top of your hand. Going negative will go left, positive to the right. Wrapping around 180° will put the point at the side of your arm where your palm is.",
"#Settings.HapticPointMapping.LegSide": "Leg",
"#Settings.HapticPointMapping.LegSide.Description": "Which leg should this map to? Left or right?",
"#Settings.HapticPointMapping.LegPositionAlong": "Position along the leg",
"#Settings.HapticPointMapping.LegPositionAlong.Description": "This controls the position along the leg. This starts at the hips and goes all the way to the ankle. Midway position is where the knee is.",
"#Settings.HapticPointMapping.LegAngleAround": "Angle around the leg",
"#Settings.HapticPointMapping.LegAngleAround.Description": "This controls the angle around the circumference of the leg. The default 0° position is aligned with the front of your leg - the direction your knee is pointing. Going negative will go left, positive to the right. Wrapping around 180° will put the point at the back side of your leg.",
"#Settings.HapticPointMapping.ControllerSide": "Controller",
"#Settings.HapticPointMapping.ControllerSide.Description": "Which controller should this haptic point be mapped to? Left or right?",
"#Settings.HapticPointMapping.Tag": "Haptic Tag",
"#Settings.HapticPointMapping.Tag.Description": "Tag associated with this haptic point. This will map to the point on your avatar with a matching haptic tag specified on the TagHapticPointMapper component. If no point with this haptic tag is defined on the avatar, the haptic device will not work.\n\nThis is useful when you need full control over precise point on the avatar that the haptic device will be mapped to - e.g. when the generalized mapping doesn't suit your needs.",
"#Settings.GiggleTechSettings": "GiggleTech Devices",
"#Settings.GiggleTechSettings.Devices": "Manage GigglePucks",
"#Settings.GiggleTechSettings.GigglePuckIP": "GigglePuck IP to manually add",
"#Settings.GiggleTechSettings.GigglePuckIP.Description": "If your GigglePuck isn't automatically detected on the network, fill its IP address in this field and then click the button below to add it manually.\n\nOnce added, go to \"Manage GigglePucks\" to configure it.",
"#Settings.GiggleTechSettings.RegisterGigglePuck": "Register GigglePuck manually",
"#Settings.GiggleTechSettings.Devices.IP": "GigglePuck IP",
"#Settings.GiggleTechSettings.Devices.IsConnected": "Is GigglePuck connected",
"#Settings.GiggleTechSettings.Devices.UseDevice": "Use Device",
"#Settings.GiggleTechSettings.Devices.UseDevice.Description": "You can use this to enable or disable individual GigglePucks when they are mapped. Disabling the device will stop all the haptics.",
"#Settings.GiggleTechSettings.Devices.AlwaysTreatAsConnected": "Always treat as connected",
"#Settings.GiggleTechSettings.Devices.AlwaysTreatAsConnected.Description": "When this is enabled, the GigglePuck will be always considered to be connected, even if it's not detected on the network.\n\nThis can be useful for certain networks that might have issues with automatic detection.",
"#Settings.GiggleTechSettings.Devices.IntensityScale": "Intensity Scale",
"#Settings.GiggleTechSettings.Devices.IntensityScale.Description": "This lets you scale the intensity of the haptics sent to the GigglePuck. The actual strength of the haptics will never go beyond GigglePuck's maximum safe value - the values are clamped to safe maximum that will not overvolt the motor.",
"#Settings.GiggleTechSettings.Devices.Remove": "Remove Entry",
"#Settings.GiggleTechSettings.Devices.CustomName": "Custom Name",
"#Settings.GiggleTechSettings.Devices.CustomName.Description": "You can use this to give this GigglePuck a custom name for easier reference. This is purely cosmetic and has no functional differences.",
"#Settings.GiggleTechSettings.Devices.Breadcrumb": "GigglePucks",
"#Settings.GiggleTechSettings.Devices.ActivationIntensity": "Current Intensity",
"#Settings.GiggleTechSettings.Devices.MinimumIntensity": "Minimum Intensity",
"#Settings.GiggleTechSettings.Devices.MinimumIntensity.Description": "This is the minimum intensity that the haptic will be run at. When the intensity is too low, this can cause the haptic device to stall and stop responding.",
"#Settings.GiggleTechSettings.Devices.InitialActivationIntensity": "Initial Activation Intensity",
"#Settings.GiggleTechSettings.Devices.InitialActivationIntensity.Description": "When the haptics go from inactive to active, they will be run at at least this amount of intensity for a very short time period. This can help \"kick-start\" the haptics, when the activation value is too low for the motor to start spinning.",
"#Settings.UserMetricsSettings.UserHeight": "Height",
"#Settings.UserMetricsSettings.UserHeight.Description": "This is your real world height, which is used to properly scale your avatar so it fits you well. It is also the height you will be placed at when you enable seated mode.\n\nYou can enter your height by using appropriate units, for example by typing <nobr><color=hero.yellow>175 cm</color></nobr> or <nobr><color=hero.yellow>1.75 m</color></nobr> for metric or <color=hero.yellow>5'11\"</color> for imperial.",
"#Settings.FavoritesSettings": "Favorites",
"#Settings.FavoritesSettings.AutoLoadCloudHome": "Load cloud home on startup",
"#Settings.FavoritesSettings.AutoLoadCloudHome.Description": "When enabled, your cloud home will be automatically loaded on startup. If you'd prefer it to not be loaded, you can disable this option. It will take effect next time you start.",
"#Settings.AudioInputDeviceSettings.UseSystemDefault": "Use System Default Input Device",
"#Settings.AudioInputDeviceSettings.UseSystemDefault.Description": "Enable this to automatically use the input device you have set as default input in your system. If you'd like to override this and use a specific device instead, disable this option and configure the preferred devices below.",
"#Settings.AudioInputDeviceSettings.DevicePriorities": "Configure Preferred Audio Input Devices",
"#Settings.AudioInputDeviceSettings.DevicePriorities.Breadcrumb": "Audio Input Devices",
"#Settings.AudioInputDeviceSettings.SetAsDefault": "Set As Default",
"#Settings.AudioInputDeviceSettings.Testing.Header": "Test audio input",
"#Settings.AudioInputDeviceSettings.Testing.Description": "You can use this to monitor and test the selected audio device to ensure it's working properly. Use the button to listen to the input, which will play the sound back at you.",
"#Settings.AudioInputDeviceSettings.Testing.ListenToInput": "Listen to this input",
"#Settings.AudioInputDeviceSettings.Testing.StopListeningToInput": "Stop listening",
"#Settings.AudioInputDeviceSettings.Testing.Monitoring.Header": "Live audio monitoring",
"#Settings.AudioOutputDeviceSettings.UseSystemDefault": "Use System Default Output Device",
"#Settings.AudioOutputDeviceSettings.UseSystemDefault.Description": "Enable this to use the default system device for outputting audio. By disabling this, you can configure which audio device is used for outputting the audio below. This can be useful when you use different devices when toggling between VR and desktop.",
"#Settings.AudioOutputDeviceSettings.DevicePriorities": "Configure Preferred Audio Output Devices",
"#Settings.AudioOutputDeviceSettings.DevicePriorities.Breadcrumb": "Audio Output Devices",
"#Settings.AudioOutputDeviceSettings.SetAsDefault": "Set As Default",
"#Settings.AudioOutputDeviceSettings.ForceRefreshDevices": "Force Refresh Audio Devices",
"#Settings.AudioOutputDeviceSettings.ForceRefreshDevices.Description": "Pressing this will force Resonite to refresh the audio device list. In most cases this should not be needed, but if Resonite is failing to pick up audio device that was added, using this might help.",
"#Settings.AudioOutputDeviceSettings.SeparateStreamingCameraOutput": "Separate Streaming Camera Output",
"#Settings.AudioOutputDeviceSettings.SeparateStreamingCameraOutput.Description": "When enabled, the streaming camera will render audio from its viewpoint and output it to a separate audio device.<br><br>This lets you keep your own audio from your perspective, while also capturing audio from the camera's perspective.<br><br>For this to work, the selected device must be different from your normal output device.",
"#Settings.AudioOutputDeviceSettings.StreamingCameraPriorities": "Streaming Camera Output Devices",
"#Settings.AudioOutputDeviceSettings.StreamingCameraPriorities.Breadcrumb": "Streaming Camera Output Devices",
"#Settings.AudioVolumeSettings.MasterVolume": "Master volume",
"#Settings.AudioVolumeSettings.MasterVolume.Description": "This controls the volume of everything uniformly. If everything is too loud or quiet, you can tweak this setting.",
"#Settings.AudioVolumeSettings.SoundEffectVolume": "Sound effect volume",
"#Settings.AudioVolumeSettings.SoundEffectVolume.Description": "Adjust the volume of all sound effects. These are typically sounds that various items and gadgets make.",
"#Settings.AudioVolumeSettings.MultimediaVolume": "Multimedia volume",
"#Settings.AudioVolumeSettings.MultimediaVolume.Description": "Control the audio volume of various multimedia. Typically audio, music and video players are classified as multimedia as well as background sound tracks in the world.",
"#Settings.AudioVolumeSettings.VoiceVolume": "Voice volume",
"#Settings.AudioVolumeSettings.VoiceVolume.Description": "This controls the speech volume of all other users. In some cases pre-recorded voice clips will also be controlled by this setting. You can also adjust volume of individual users in the Session tab.",
"#Settings.AudioVolumeSettings.UserInterfaceVolume": "UI volume",
"#Settings.AudioVolumeSettings.UserInterfaceVolume.Description": "With this setting, you can adjust the sound effects of UI specifically - hovering and pressing buttons, sliders, some tools interactions, capturing photos and so on.",
"#Settings.AudioAccessibilitySettings.WhisperVolume": "Whisper mode volume",
"#Settings.AudioAccessibilitySettings.WhisperVolume.Description": "When you have Whisper mode activated, this indicates how loud sounds outside of the sphere will be. If they are too loud or too quiet, you can use this to tweak the volume attenuation.",
"#Settings.AudioAccessibilitySettings.VoiceMessageVolume": "Voice message volume",
"#Settings.AudioAccessibilitySettings.VoiceMessageVolume.Description": "This indicates how loud other sounds will be when you are recording a voice message in Contacts. This can help prevent \"voice jamming\", making it easier to focus on what you are saying.",
"Settings.AudioAccessibilitySettings.ForceVoiceAudioEffectsOff": "強制關閉語音對話效果",
"Settings.AudioAccessibilitySettings.ForceVoiceAudioEffectsOff.Description": "開啟本選項會強制關閉套用在其他人的語音對話效果(例如迴音等)。若你會因為語音對話效果造成聽解困難,本功能會有幫助。<br><br><color=hero.red>重要:</color>世界可以因遊戲流程因素覆蓋這個設定,在此情況下本功能不會有任何作用。",
"#Settings.AudioInputFilteringSettings.UseVoiceNormalization": "Voice normalization",
"#Settings.AudioInputFilteringSettings.UseVoiceNormalization.Description": "This feature will try to ensure that your voice input is brought to a uniform level. This helps make your volume the same as other users, regardless of your microphone settings. We strongly recommend to keep this setting on to ensure you can be heard well by other users.",
"#Settings.AudioInputFilteringSettings.NoiseGateThreshold": "Noise gate threshold",
"#Settings.AudioInputFilteringSettings.NoiseGateThreshold.Description": "Noise gate prevents background noises from being transmitted to other users. This setting indicates the maximum volume at which sounds will be filtered out. If too much noise is making it in, increase this setting, if your voice is not getting through, lower it.",
"#Settings.AudioInputFilteringSettings.NoiseGateAttack": "Noise gate attack",
"#Settings.AudioInputFilteringSettings.NoiseGateAttack.Description": "This indicates how fast the noise gate responds to an incoming sound that is louder than the threshold volume. Larger values will result in a slower volume fade in, while smaller ones will make the volume ramp up quicker.",
"#Settings.AudioInputFilteringSettings.NoiseGateHold": "Noise gate hold",
"#Settings.AudioInputFilteringSettings.NoiseGateHold.Description": "This controls how long it takes for the noise gate to begin to close after the microphone input volume falls below the threshold volume.",
"#Settings.AudioInputFilteringSettings.NoiseGateRelease": "Noise gate release",
"#Settings.AudioInputFilteringSettings.NoiseGateRelease.Description": "This setting controls how fast the noise gate closes after the incoming audio has quieted again.",
"#Settings.AudioInputFilteringSettings.NormalizationThreshold": "Normalization threshold",
"#Settings.AudioInputFilteringSettings.NormalizationThreshold.Description": "Using this setting you can control the threshold when the incoming audio will become amplified. If your normal speech is too quiet and it's not getting amplified, lower this setting. If random quiet noises are being amplified, increase it.",
"#Settings.AudioInputFilteringSettings.UseNoiseSuppression": "Noise suppression (RNNoise)",
"#Settings.AudioInputFilteringSettings.UseNoiseSuppression.Description": "This feature processes the incoming audio to filter out various undesirable noises. This can clean up audio from noisy microphones considerably, producing a cleaner voice. We strongly recommend keeping this setting on. However, it can also filter out certain noises that do not get identified as speech.",
"#Settings.AudioPerformanceSettings": "Audio Performance Settings",
"#Settings.AudioPerformanceSettings.MaxVoices": "Maximum number of active sounds",
"#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": "Simulation Frame Size",
"#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": "Playback Buffer Size",
"#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": "Voice Settings",
"#Settings.VoiceSettings.MutePersistence": "Mute Persistence",
"#Settings.VoiceSettings.MutePersistence.Description": "<color=hero.yellow>Start Unmuted:</color> When you log in, you will always start unmuted.\n\n<color=hero.yellow>Started Muted:</color> When you log in, your voice will always start muted. You will either have to unmute or press the \"push to talk\" key (V by default) to speak.\n\n<color=hero.yellow>Remember Last: </color> When you login, the status from the last time you logged out will be preserved.",
"#Settings.EarmuffSettings": "Earmuff",
"#Settings.EarmuffSettings.EarmuffEnabled": "Use Earmuff",
"#Settings.EarmuffSettings.EarmuffEnabled.Description": "When earmuff mode is activated, voices of users will be significantly attenuated based on their distance and the direction you are facing.\n\nIn effect, this creates a \"listening cone\", which can help when there are too many overlapping voices in a world.",
"#Settings.EarmuffSettings.Directionality": "Directionality",
"#Settings.EarmuffSettings.Directionality.Description": "This controls how directional the voice attenuation is. At 0 %, voices behind you will be at same volume as voices same distance in front of you. At 100 % values, you will not hear voices behind you unless they're really close.\n\nIf you want to hear voices behind you better, lower this value.",
"#Settings.EarmuffSettings.Distance": "Distance",
"#Settings.EarmuffSettings.Distance.Description": "This controls the distance in front of you (and behind you if directionality is 0 %) beyond which will voices become quieter.",
"#Settings.EarmuffSettings.Angle": "Angle",
"#Settings.EarmuffSettings.Angle.Description": "This controls the angle in front of your face within which the voices are at their normal level. Any voices beyond this angle will start attenuating once they reach the transition distance.",
"#Settings.EarmuffSettings.TransitionStart": "Transition Start",
"#Settings.EarmuffSettings.TransitionStart.Description": "This controls the distance from the \"listening cone\" at which voices will become quieter. It's recommended to keep this above zero, because that will better include voices on the sides and voices near your head (e.g. users who are technically behind you, but very close).",
"#Settings.EarmuffSettings.TransitionLength": "Transition Range",
"#Settings.EarmuffSettings.TransitionLength.Description": "Use this to control the distance over which the voices will fade from their normal volume to fully attenuated. Larger values will transition the volume more smoothly, while lower values will result in more abrupt transition.",
"#Settings.EarmuffSettings.VolumeAttenuation": "Volume Attenuation",
"#Settings.EarmuffSettings.VolumeAttenuation.Description": "This controls how loud voices beyond the \"listening cone\" will be. Setting this to 0 % will completely mute all users beyond the listening cone.",
"#Settings.RealtimeNetworkingSettings.DisableLAN": "Disable LAN",
"#Settings.RealtimeNetworkingSettings.DisableLAN.Description": "This disables networking features specific to local networks, such as broadcasting your session on the local network or listening to other sessions broadcasted on this network.",
"#Settings.RealtimeNetworkingSettings.PreferSteamNetworking": "Prefer Steam Networking Sockets",
"#Settings.RealtimeNetworkingSettings.PreferSteamNetworking.Description": "When enabled, you will connect via Steam Networking Sockets protocol if possible. This can help in some cases when LNL protocol results in significant queuing. However as this protocol is missing some features, you can run into more networking instability, so we recommend only enabling this once you ran into issues.",
"#Settings.RealtimeNetworkingSettings.PreferTCP": "Prefer 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 Window Size",
"#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": "Maximum number of concurrent asset transfers",
"#Settings.AssetGatherSettings.MaxConcurrentAssetTransfers.Description": "When hosting sessions, this indicates how many locally imported assets can be transferred at the time. Increasing this can transfer assets to users faster, but can also degrade the quality of the network connection. We recommend testing what values can your network handle.",
"#Settings.AssetGatherSettings.MaxConcurrentDownloads": "Maximum number of concurrent downloads",
"#Settings.AssetGatherSettings.MaxConcurrentDownloads.Description": "Use this to control how many assets can be downloaded at the same time. Using bigger value can speed up loading of worlds, but can also overload your network, so use caution when tweaking this value.",
"#Settings.HostAccessSettings.Entries": "Manage Host Access Permissions",
"#Settings.HostAccessSettings.Entries.Breadcrumb": "Host Access Permissions",
"#Settings.HostAccessSettings.Entries.AllowHTTP_Requests": "Allow HTTP requests",
"#Settings.HostAccessSettings.Entries.AllowHTTP_Requests.Description": "This indicates if HTTP(s) requests are allowed for this host. These are typically REST API requests to communicate with a third party services.",
"#Settings.HostAccessSettings.Entries.AllowWebsockets": "Allow websockets",
"#Settings.HostAccessSettings.Entries.AllowWebsockets.Description": "This indicates if realtime Websocket connections are allowed for this host. These are often used for more realtime bi-directional communications and data streams.",
"#Settings.HostAccessSettings.Entries.AllowOSC_Receiving": "Allow OSC receiving",
"#Settings.HostAccessSettings.Entries.AllowOSC_Receiving.Description": "This indicates if {appName} can receive and process OSC data",
"#Settings.HostAccessSettings.Entries.AllowOSC_Sending": "Allow OSC sending",
"#Settings.HostAccessSettings.Entries.AllowOSC_Sending.Description": "This controls if {appName} is allowed to send data via OSC protocol to given host",
"#Settings.HostAccessSettings.Entries.LastHyperlinkRequestReason": "Last hyperlink request reason",
"#Settings.HostAccessSettings.Entries.LastWebsocketRequestReason": "Last websocket request reason",
"#Settings.HostAccessSettings.Entries.LastOSC_SenderRequestReason": "Last OSC Sender request reason",
"#Settings.HostAccessSettings.Entries.LastOSC_ReceiverRequestReason": "Last OSC Receiver request reason",
"#Settings.HostAccessSettings.Entries.Remove": "Remove entry (you will be asked again next time)",
"#Settings.HostAccessSettings.DebugReset": "Reset Host Access Entries",
"#Settings.UserRestrictionsSettings.DebugReset": "Reset User Restrictions",
"#Settings.WindowsSettings.KeepOriginalScreenshotFormat": "Keep original screenshot format",
"#Settings.WindowsSettings.KeepOriginalScreenshotFormat.Description": "Enable this to avoid converting captured screenshots to JPG or PNG when saving them to the Documents folder in Windows. This can make them more difficult to use, as some apps might not be able to open the format.",
"#Settings.DebugSettings.DebugInputBindings": "Debug input bindings",
"#Settings.DebugSettings.DebugInputBindings.Description": "When enabled, you will see debugging information for the input binding system. This is mostly useful for developers.",
"#Settings.DebugSettings.ConvertParticleSystems": "Convert particle systems to 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": "Double press grip to equip items",
"#Settings.LegacyFeatureSettings.UseLegacyGripEquip.Description": "When enabled, you can equip tools and gadgets by pressing grip twice in rapid succession. This setting will likely get removed at some point.",
"#Settings.LegacyFeatureSettings.UseLegacyWorldSwitcher": "Use legacy world switcher",
"#Settings.LegacyFeatureSettings.UseLegacyWorldSwitcher.Description": "When enabled, the app button on your non-primary hand will open a legacy world switch to switch between active worlds. This feature will be replaced in the future by a more flexible solution.",
"#Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts": "Use inventory & session gesture shortcut",
"#Settings.LegacyFeatureSettings.UseLegacyInventorySessionShortcuts.Description": "When enabled, when you hold grip and press the App button (that normally opens/closes dash), it will open the legacy inventory or session menu.",
"#Settings.LegacyFeatureSettings.SuppressFeetSimulation": "Suppress Feet Simulation",
"#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": "Preserve legacy reverb zone handling",
"#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 Channel Name",
"#Settings.TwitchInterfaceSettings.ChannelName.Description": "This sets the default Twitch channel name for the Twitch Chat panel in the Camera Controls panel. This is mostly used by Twitch streamers who want to see their Twitch chat.",
"#Settings.MessagingPrivacySettings.DoNotSendReadStatus": "Do not send realtime read status",
"#Settings.MessagingPrivacySettings.DoNotSendReadStatus.Description": "When enabled, other users won't be able to see when you have read their messages immediately. You will also not see when they have read yours.",
"#Settings.LocaleSettings.CultureLocaleCode": "Culture locale code",
"#Settings.LocaleSettings.CultureLocaleCode.Description": "When set, this will override the default culture locale used for formatting numbers and other quantities. Normally the culture of your selected locale will be used, but this lets you mix and match them. E.g. using your native language with US culture.",
"#Settings.LocaleSettings.UseImperialUnits": "Use imperial units",
"#Settings.LocaleSettings.UseImperialUnits.Description": "When enabled, editors for quantities (length/height, mass, volume...) will try to use imperial units instead of metric. Useful if you're from the US, UK, Liberia or Myanmar.",
"#Settings.LocaleSettings.AvailableLocales": "Select Locale",
"#Settings.LocaleSettings.AvailableLocales.Breadcrumb": "Locales",
"#Settings.LocaleSettings.AvailableLocales.SystemLocale": "Use System Language",
"#Settings.DashSettings.DashCurvature": "Curvature",
"#Settings.DashSettings.DashCurvature.Description": "This controls how curved the dash is when you are in VR. Setting it to 0 will make it completely flat.",
"#Settings.DashSettings.OpenCloseSpeed": "Open/close speed",
"#Settings.DashSettings.OpenCloseSpeed.Description": "Use this to adjust how quickly the dash opens and closes. If you don't like the animation, you can set this to very high value so dash opens and closes near instantly.",
"#Settings.DashSettings.AllowReplacingSettings": "Allow replacing settings",
"#Settings.DashSettings.AllowReplacingSettings.Description": "When enabled, you'll be able to pick the Settings facet on the dash when in UI edit mode and replace it with another.\n\nThis setting needs to be off if you want to pick the individual settings as facets. It's recommended to turn this on temporarily when you want to replace the settings UI with custom and then disable it again.",
"#Settings.NotificationSettings": "Notifications",
"#Settings.NotificationSettings.UserOnline": "Contact Online",
"#Settings.NotificationSettings.UserOnline.Description": "This controls if you'll get notifications when your contacts come online.",
"#Settings.NotificationSettings.UserSociable": "Contact Sociable",
"#Settings.NotificationSettings.UserSociable.Description": "When one of your contacts becomes sociable, you will receive a distinct notification with sound, so you can invite or poke them!\n\nIf you don't like these notifications, you can turn this off, which will treat Sociable status as no different from user coming Online for notifications.",
"#Settings.NotificationSettings.UserOnlineOnAnotherBuild": "Contact Online on an incompatible build",
"#Settings.NotificationSettings.UserOnlineOnAnotherBuild.Description": "This controls if you'll get notifications when your contacts come online when they are using a build that's not compatible with your own (e.g. a new version or pre-release builds).",
"#Settings.NotificationSettings.Message": "Messages",
"#Settings.NotificationSettings.Message.Description": "This controls notifications you will get when you receive messages.",
"#Settings.NotificationSettings.Invite": "Session Invites",
"#Settings.NotificationSettings.Invite.Description": "This controls if you get notifications when you are invited to a session.",
"#Settings.NotificationSettings.InviteRequest": "Invite Requests",
"#Settings.NotificationSettings.InviteRequest.Description": "This controls if you get notifications when you receive an invite request that you can respond to.",
"#Settings.NotificationSettings.ContactRequest": "Contact Requests",
"#Settings.NotificationSettings.ContactRequest.Description": "This controls what notifications you get when you receive a contact request from someone",
"#Settings.NotificationSettings.ContactSessionStarted": "New Contact Sessions",
"#Settings.NotificationSettings.ContactSessionStarted.Description": "This controls what notifications you get when a new session is started by one of your contacts.",
"#Settings.NotificationSettings.PublicSessionStarted": "New Public Sessions",
"#Settings.NotificationSettings.PublicSessionStarted.Description": "This controls what notifications you get when a new public session is started by a person that's not your contact.",
"#Settings.NotificationSettings.UserJoinAndLeave": "Users joining & leaving",
"#Settings.NotificationSettings.UserJoinAndLeave.Description": "When enabled, you will receive notifications when users join and leave the world you're currently in.",
"#Settings.NotificationSettings.PermissionChanged": "Permission Role Changed",
"#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": "Nameplate visibility",
"#Settings.NamePlateSettings.NameplateVisibility.Description": "Use this to control whose nameplates will be visible to you.",
"#Settings.NamePlateSettings.UseCustomNameplates": "Show custom nameplates",
"#Settings.NamePlateSettings.UseCustomNameplates.Description": "If some nameplates are difficult to read, completely hidden or you need to see user's actual username and badges (e.g. for moderation purposes), you disable custom nameplates and see the default ones.",
"#Settings.CustomizationSettings": "Customization Settings",
"#Settings.CustomizationSettings.UserInterfaceEditMode": "UI Edit Mode",
"#Settings.CustomizationSettings.UserInterfaceEditMode.Description": "When enabled, you'll be able to edit placements of Facets (modular pieces of UI) in the dash and on the facet anchors on your hands and viewport (if those are enabled).\n\nRemember to turn this setting off once you are done! You can also turn it off using dedicated button under the dash.",
"#Settings.FacetAnchorsSettings": "Facet Anchors",
"#Settings.FacetAnchorsSettings.UseFacetAnchors": "Use Facet Anchors",
"#Settings.FacetAnchorsSettings.UseFacetAnchors.Description": "When enabled, you will be able to use the app button on your right controller to toggle facet anchors on your arms and forearms. These provide space to place any facets for quick access in addition to the main dash.",
"#Settings.FacetAnchorsSettings.AnimationSpeed": "Show/Hide Animation Speed",
"#Settings.FacetAnchorsSettings.AnimationSpeed.Description": "This determines how quickly the facet anchors appear and hide when toggled.",
"#Settings.FacetAnchorsSettings.FacetAnchorToggle": "Toggle Controller",
"#Settings.FacetAnchorsSettings.FacetAnchorToggle.Description": "This controls which controller (left or right) will toggle the facet anchors. The dash will be toggled with the other controller.",
"#Settings.FacetAnchorsSettings.ShowContainerBackground": "Show background",
"#Settings.FacetAnchorsSettings.ShowContainerBackground.Description": "Turning this off will disable the background visual on the facet anchors, making the facets themselves the only visible part.",
"#Settings.LaserSettings.SmoothSpeed": "Laser smooth speed",
"#Settings.LaserSettings.SmoothSpeed.Description": "Use this to control how fast the laser responds to your movements. Lower values will make the laser more sluggish, but better at filtering tremors. Higher values will be more responsive, but also transfer more controller shake.",
"#Settings.LaserSettings.ModulateStartAngle": "Modulate start angle",
"#Settings.LaserSettings.ModulateStartAngle.Description": "This indicates the angle at which the laser smoothing speed will start modulating to catch up to your movements. Increasing this value will require larger movements for the laser to start catching up.",
"#Settings.LaserSettings.ModulateEndAngle": "Modulate end angle",
"#Settings.LaserSettings.ModulateEndAngle.Description": "Related to the modulate start angle, this indicates when the modulation will reach maximum speed. By changing the start and end angles, you can control how responsive the laser is the more you move your hand.",
"#Settings.LaserSettings.ModulateExponent": "Modulate exponent",
"#Settings.LaserSettings.ModulateExponent.Description": "This controls the response curve of the laser modulation between the start and end angles. You can use this to either make the laser respond more sluggishly at first or to start responding quickly and then tapering off.",
"#Settings.LaserSettings.ModulateSpeedMultiplier": "Modulate speed multiplier",
"#Settings.LaserSettings.ModulateSpeedMultiplier.Description": "The laser smoothing speed will be multiplied by this value once you have reached the modulate end angle. Increasing this value will make the laser catch up quicker once you move your hand far enough. Lowering the value will make it take longer to catch up.",
"#Settings.LaserSettings.StickThreshold": "Laser stickiness",
"#Settings.LaserSettings.StickThreshold.Description": "This controls how much the laser will stick to interactive items. Larger values will make it stick more. Setting this to zero will stop the stickiness completely.",
"#Settings.LaserSettings.ShowInDesktop": "Show lasers in desktop mode",
"#Settings.LaserSettings.ShowInDesktop.Description": "When on, the laser visual will be rendered to you fully when in first person view in desktop mode.",
"#Settings.EditSettings": "Edit Settings",
"#Settings.EditSettings.ConfirmComponentDestroy": "Confirm destroying components",
"#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": "Confirm destroying slots",
"#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": "Cursor Settings",
"#Settings.CursorSettings.BaseCursorSize": "Base cursor size",
"#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": "Grab multiplier",
"#Settings.CursorSettings.GrabMultiplier.Description": "This is applied as a multiplier to your cursor while grabbing objects and items.",
"#Settings.CursorSettings.InteractionMultiplier": "Interaction multiplier",
"#Settings.CursorSettings.InteractionMultiplier.Description": "This is applied as a multiplier to your cursor while interacting with UI elements such as buttons.",
"#Settings.CursorSettings.TextMultiplier": "Text multiplier",
"#Settings.CursorSettings.TextMultiplier.Description": "This is applied as a multiplier to your cursor while interacting and manipulating text.",
"#Settings.CursorSettings.SliderMultiplier": "Slider multiplier",
"#Settings.CursorSettings.SliderMultiplier.Description": "This is applied as a multiplier to your cursor while interacting with sliders and scrollbars.",
"#Settings.DesktopViewSettings.FollowCursor": "Follow cursor",
"#Settings.DesktopViewSettings.FollowCursor.Description": "When enabled, the Desktop view will automatically switch to whichever screen is your cursor on. This is useful when you're using physical keyboard and mouse while in VR.",
"#Settings.DesktopViewSettings.Brightness": "Brightness",
"#Settings.DesktopViewSettings.Brightness.Description": "The brightness of the desktop view.",
"#Settings.DesktopViewSettings.Opacity": "Opacity",
"#Settings.DesktopViewSettings.Opacity.Description": "Lower the value to make the desktop view semi-transparent, making it easier to see what's behind it in the world.",
"#Settings.PhotoCaptureSettings.FingerGestureEnabled": "Finger photo gesture",
"#Settings.PhotoCaptureSettings.FingerGestureEnabled.Description": "When enabled, you can quickly take pictures in world by posing your fingers to make a picture frame and then curling one of your index fingers.",
"#Settings.PhotoCaptureSettings.NormalCaptureResolution": "Photo resolution",
"#Settings.PhotoCaptureSettings.NormalCaptureResolution.Description": "This sets what resolution normal photos captured by the finger gesture or the desktop key shortcut will be. Higher resolutions will take more time and storage to process, but give better detail.",
"#Settings.PhotoCaptureSettings.TimerCaptureResolution": "Timed photo resolution",
"#Settings.PhotoCaptureSettings.TimerCaptureResolution.Description": "Similar to normal resolution, you can set a separate resolution for photos captured with the timer feature. This can be useful if you use timer to capture group photos, which can benefit from higher resolution.",
"#Settings.PhotoCaptureSettings.TimerSeconds": "Timer duration",
"#Settings.PhotoCaptureSettings.TimerSeconds.Description": "How many seconds does it take before a photo is captured with the timer feature.",
"#Settings.PhotoCaptureSettings.HandsNearFOV": "Hands near FOV",
"#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": "Hands far FOV",
"#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": "Capture stereo photo",
"#Settings.PhotoCaptureSettings.CaptureStereo.Description": "When enabled, all quick photo captures will be stereoscopic. This is mostly useful when viewed in VR.",
"#Settings.PhotoCaptureSettings.StereoSeparation": "Stereo Separation",
"#Settings.PhotoCaptureSettings.StereoSeparation.Description": "Use this to control the separation between the stereo cameras when the stereo mode is on. This controls how distant the cameras are from each other, which affects the strength of the stereo effect for more distant objects.\n\nWhen capturing close up objects, lower values will work better, when capturing large scenes, larger values will work better.",
"#Settings.PhotoCaptureSettings.PhotoAutosavePath": "Photo inventory autosave path",
"#Settings.PhotoCaptureSettings.PhotoAutosavePath.Description": "When set, any photos you capture (or save with context menu) will be automatically saved to your in-game inventory. For example <color=hero.yellow>Photos/%year%/%month_name%</color>\n\nFollowing variables are available:\n\n<size=75%>%second%, %minute%, %hour%, %day%, %month%, %year%, %day_name%, %day_name_en%, %month_name%, %month_name_en%, %session_second%, %session_minute%, %session_hour%, %session_day%, %session_month%, %session_year%, %session_day_name%, %session_day_name_en%, %session_month_name%, %session_month_name_en%, %location_name%, %app_version%</size>",
"#Settings.PhotoCaptureSettings.OpenAutosavePath": "Open autosave path for current world",
"#Settings.PhotoCaptureSettings.OpenAutosavePath.Description": "If you have photo autosave configured, clicking this will open Inventory at the location where photos are saved for the world you're currently in at the current time.\n\nMake sure that you've taken some photos in this world already, otherwise this action will fail, because the folder will not exist yet!",
"#Settings.PhotoCaptureSettings.CapturePrivateUI": "Capture Private UI",
"#Settings.PhotoCaptureSettings.CapturePrivateUI.Description": "When enabled, the quick photo capture will render your private UI such as the dash. This can be useful in case you want to show information there.\n\nWe recommend turning this setting off once you're done, as leaving it on can lead to accidentally capturing and leaking your private information.",
"#Settings.PhotoCaptureSettings.EncodeFormat": "Encode Format",
"#Settings.PhotoCaptureSettings.EncodeFormat.Description": "The image file format which captured photos will be encoded into. If you need the photos to be in particular format, you can use this setting to select which one they'll be encoded in.\n\nPlease note that certain formats might lack some features (like alpha support), might encode significantly slower, have lower image quality or result in bigger files.",
"#Settings.PhotoCaptureSettings.AlwaysHideNameplates": "Always Hide Nameplates",
"#Settings.PhotoCaptureSettings.AlwaysHideNameplates.Description": "Turn this on if you want nameplates to never show in your photos. This setting is independent of the current nameplate visibility and will always ensure that they are hidden in captured photos.",
"#Settings.DesktopRenderSettings.FieldOfView": "Field of view",
"#Settings.DesktopRenderSettings.FieldOfView.Description": "Use this to control the field of view (FOV) when in desktop mode. Larger values will give you wider view at the cost of greater distortion on the sides.",
"#Settings.DesktopRenderSettings.SprintFieldOfViewZoom": "Zoom FOV when sprinting",
"#Settings.DesktopRenderSettings.SprintFieldOfViewZoom.Description": "When this option is enabled, your FOV will be zoomed when you are sprinting in Desktop. Disable this setting to remove this effect.\n\nPlease note that this does <b>NOT</b> disable effects found in User Generated Content.",
"#Settings.DesktopRenderSettings.VSync": "VSync",
"#Settings.DesktopRenderSettings.VSync.Description": "When this option is enabled, the framerate will be synced with the refresh rate of your screen. Disabling this can render frames faster, but it will also cause visible tearing.\n\nThis can be useful when doing performance testing as it will uncap the update and rendering speed.\n\n<color=hero.red>IMPORTANT:</color> This setting cannot be toggled while in VR since framerate is controlled by VR.",
"#Settings.DesktopRenderSettings.LimitFramerateWhenUnfocused": "Limit framerate when in background",
"#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": "Maximum background framerate",
"#Settings.DesktopRenderSettings.MaximumBackgroundFramerate.Description": "This determines the allowed maximum framerate while in background. Lower values will conserve more system resources.",
"#Settings.InteractiveCameraFramingSettings.PositioningMode": "Positioning mode",
"#Settings.InteractiveCameraFramingSettings.PositioningMode.Description": "This controls how the interactive camera is positioned in the world.",
"#Settings.InteractiveCameraFramingSettings.FieldOfView": "Field of view",
"#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": "Angle",
"#Settings.InteractiveCameraFramingSettings.AnglePosition.Description": "In third person or group mode, this controls position around circle of the target subject/group.",
"#Settings.InteractiveCameraFramingSettings.Distance": "Distance",
"#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": "Height offset",
"#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": "First person pitch angle",
"#Settings.InteractiveCameraFramingSettings.FirstPersonPitch.Description": "In first person mode, use this to pitch the camera up and down.",
"#Settings.InteractiveCameraFramingSettings.FirstPersonRoll": "First person roll angle",
"#Settings.InteractiveCameraFramingSettings.FirstPersonRoll.Description": "In first person mode, this controls the sideways rotation of the camera - tilting of left and right",
"#Settings.InteractiveCameraFramingSettings.FirstPersonOffset": "First person offset",
"#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": "Framing viewport position",
"#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": "Aim in front of head",
"#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": "Avoid occlusion",
"#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": "Keep in world space",
"#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": "Movement wobble",
"#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": "Hide badges",
"#Settings.InteractiveCameraRenderSettings.HideAllBadges.Description": "The camera will not render any user badges, regardless of your badge setting.",
"#Settings.InteractiveCameraRenderSettings.HideAllLasers": "Hide lasers",
"#Settings.InteractiveCameraRenderSettings.HideAllLasers.Description": "The camera will not render any user interaction lasers.",
"#Settings.InteractiveCameraRenderSettings.ForceEyesOnCamera": "User eyes always look at camera",
"#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": "Group detection radius",
"#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": "Group leave boundary",
"#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": "Position smoothing speed",
"#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": "Angle smoothing speed",
"#Settings.InteractiveCameraSmoothingSettings.AngleSmoothSpeed.Description": "This indicates how quickly does the camera respond to change in angle around the target subject.",
"#Settings.InteractiveCameraSmoothingSettings.FramingSmoothSpeed": "Framing smoothing speed",
"#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": "Interpolate between anchors",
"#Settings.InteractiveCameraAnchorSettings.InterpolateBetweenAnchors.Description": "When enabled, camera will smoothly interpolate between camera anchors in the world.",
"#Settings.InteractiveCameraAnchorSettings.AnchorInterpolationSpeed": "Interpolation speed",
"#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": "Use linear interpolation",
"#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": "Spawn taken photos in world",
"#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": "Motion blur",
"#Settings.InteractiveCameraPostProcessingSettings.MotionBlur.Description": "Should the camera render motion blur effect?",
"#Settings.InteractiveCameraPostProcessingSettings.ScreenSpaceReflections": "Screen space reflections",
"#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": "Audio",
"#Settings.InteractiveCameraAudioSettings.RenderOwnVoiceOnCamera": "Render own voice to camera",
"#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": "More Information",
"#Settings.DescriptionField.NoTextDescription": "<i><alpha=#77>Hover over a setting to see its description.</closeall>",
"#Settings.RelaySettings": "Network Relays",
"#Settings.RelaySettings.AlwaysUseRelay": "Always use relay to connect",
"#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": "Use closest available relay",
"#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": "Configure relay server priorities",
"#Settings.RelaySettings.RelayPriorities.Breadcrumb": "Relay Priorities",
"#Settings.VideoStreamingServicesSettings": "Video Streaming Services",
"#Settings.VideoStreamingServicesSettings.UseCookiesFromBrowser": "Use Cookies From Browser",
"#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": "Post Processing",
"#Settings.PostProcessingSettings.MotionBlurIntensity": "Motion Blur Intensity",
"#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": "Bloom Intensity",
"#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": "Ambient Occlusion (AO) Intensity",
"#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": "Screen Space Reflections <size=75%>(experimental)</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": "Antialiasing (AA)",
"#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": "Texture Quality",
"#Settings.TextureQualitySettings.TextureSizeRatio": "Relative Texture Size",
"#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": "Maximum Texture Size",
"#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": "Limit Texture above resolution",
"#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": "Texture Filtering",
"#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": "Anisotropic Level",
"#Settings.TextureQualitySettings.AnisotropicLevel.Description": "Controls the quality of the anisotropic filtering.",
"#Settings.TextureQualitySettings.ReloadAllTextures": "Reload All Textures (can be heavy)",
"#Settings.GaussianSplatQualitySettings": "Gaussian Splat Rendering Quality",
"#Settings.GaussianSplatQualitySettings.SortMegaOperationsPerCamera": "Sorting Mega-operations per camera",
"#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": "Quality Preset",
"#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": "Minimum locally compressed quality",
"#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": "Advanced Quality Settings",
"#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": "Position data format",
"#Settings.GaussianSplatQualitySettings.PositionFormat.Description": "Encoding used for the positions of the splats",
"#Settings.GaussianSplatQualitySettings.ScaleFormat": "Scale data format",
"#Settings.GaussianSplatQualitySettings.ScaleFormat.Description": "Encoding used for the scales of the splats",
"#Settings.GaussianSplatQualitySettings.ColorFormat": "Color data format",
"#Settings.GaussianSplatQualitySettings.ColorFormat.Description": "Encoding used for the colors & opacities of the splats",
"#Settings.GaussianSplatQualitySettings.SphericalHarmonicsFormat": "Spherical Harmonics data format",
"#Settings.GaussianSplatQualitySettings.SphericalHarmonicsFormat.Description": "Encoding used for the spherical harmonic data of the splats",
"#Settings.ResolutionSettings": "Resolution",
"#Settings.ResolutionSettings.Fullscreen": "Fullscreen",
"#Settings.ResolutionSettings.Fullscreen.Description": "Toggles between fullscreen mode and windowed mode",
"#Settings.ResolutionSettings.WindowResolution": "Window Resolution",
"#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": "Fullscreen Resolution",
"#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": "Apply Changes",
"#Settings.RenderingQualitySettings": "Rendering Quality",
"#Settings.RenderingQualitySettings.PerPixelLights": "Per Pixel Lights",
"#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": "Shadow Cascades",
"#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": "Shadow Resolution",
"#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": "Shadow Distance",
"#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": "Skin Weights",
"#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": "Import Settings",
"#Settings.ImportSettings.SessionUrls": "On Session URL Import",
"#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": "On World URL Import",
"#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": "On Network URL Import",
"#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": "Mystery Settings",
"LocomotionArchetype.Walk": "移動",
"LocomotionArchetype.Fly": "飛行",
"LocomotionArchetype.NoClip": "穿牆",