diff --git a/articles/getting_started/content_pipeline/localization.md b/articles/getting_started/content_pipeline/localization.md index 7406be7e..09e69f46 100644 --- a/articles/getting_started/content_pipeline/localization.md +++ b/articles/getting_started/content_pipeline/localization.md @@ -64,7 +64,7 @@ By default, the SpriteFont processor uses a limited set of characters to generat As a result MonoGame has a **LocalizedFontProcessor** which does something slightly different. The process looks at the resx files you provide it with and generates an optimized **spritefont** which only contains the characters your game uses. -To make use of this functionality you ned to tell the spritefont which resx files to use. Open the **.spritefont** with a xml/text editor and add lines like this inside the Asset node: +To make use of this functionality you need to tell the spritefont which resx files to use. Open the **.spritefont** with a xml/text editor and add lines like this inside the Asset node: ```xml