neutral. When the touch adaptation bundle is loaded into the streaming client, the client will determine which language the player wishes to use on their device. As content is loaded out of the touch adaptation bundle, the client will look for the localized version of that content which best matches the player’s chosen language.
When doing this probing, the client app will start with the most specific match to the player’s language and will fall back through less specific matches until the content can be found.
For example, imagine a touch adaptation bundle with the following contents:
assets/fr/fr-CA/JumpButton.png- this is an exact match to the player’s preferredfr-CAlanguage.assets/fr/LookJoystick.png- there is nofr/fr-CA/LookJoystick.png, so thefrversion is the next best matchassets/neutral/TalkButton.png- there is neither anfr-CAnor anfrversion ofTalkButton.png, therefore the neutral version is the best match.layouts/neutral/FirstPerson.json- similarly, there is no localized version of theFirstPersonlayout, so the neutral version is selected.
es-MX as their preferred language, the neutral version of all content would be selected, as there is neither an es-MX nor an es version of any of the content.
It’s also important to note that content language is selected based upon the language the player has selected for the device which is streaming the game. If they are streaming a game to a web browser, the browser may also configure the player’s preferred language. However this decision is based upon this client side configuration rather than the language of the title that the player is streaming. For example, if a player’s browser is using the ja-JP language, but the game being played was in English, the touch adaptation bundle would be probed for ja-JP content, and not en content.