Localization¶
As we provide UI components in the SDK, we also need to localize some strings. We chose not to rely on an Asset Store solution and we developed a simple tool.
Our Localization tool is based on:
- The Localization window, to store your localized strings,
- The LocalizedText component, to specify the localization key for a
UnityEngine.UI.Text
or aTMPro.TextMeshProUGUI
component, - The CoreApplication main component, where you list the allowed languages for your game,
- The LocalizationManager, when scripting is required.
The Localization window¶
You can access our internal tool in the Asmodee.net > Localization menu.
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This tool lets you declare your localized strings via a simple key / value combination. It stores the data in xliff
files (xml format dedicated to localization).
In the top part, you are invited to Create a new localization file for each language.
Then you can explore your localized strings in three different ways:
- File by file,
- By specifying a specific Language,
- Or by looking for all localizations for a particular Key.
In the bottom part, you can export the current file in order to work with a translator.
Warning: Do not modify the strings or files we provide in the SDK. If you want to provide your own strings, simply create new files.
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The LocalizedText component¶
The LocalizedText
component will automatically search for a UnityEngine.UI.Text
or a TMPro.TextMeshProUGUI
component attached to the same GameObject
.
It will automatically retrieve and set the localized string linked with the specified key parameter.
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Specify allowed languages¶
You must declare Supported Languages in CoreApplication
component. Simply add the desired languages to the list.
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Access the LocalizationManager by script¶
LocalizationManager
is a required component of CoreApplication
.
LocalizationManager localizationManager = CoreApplication.Instance.LocalizationManager;
It will choose a default language based on Application.systemLanguage
, but you can set its CurrentLanguage
.
localizationManager.CurrentLanguage = LocalizationManager.Language.fr_FR;
The main service provided is GetLocalizedText
. It will retrieve the localized string based on the provided key.
string localizedString = localizationManager.GetLocalizedText("SSO.AlreadyPlayedPanel.Title");