In-game language change vs different builds

Hi,

I am working on a project that will have multiple languages (2D platformer with text dialogue now, and voice-overs in future).

And it got me thinking about the best way to add languages. It will be on the Playstore, so forgive me if Playstore has an easy way to localise games to various countries and I was just not aware of it.

I first thought to let you change language in-game, and then having a system that picks the appropriate string and audio clip but I assume it is also possible to have multiple builds with the language pre-set.

In-game still makes the most sense to me (with additional languages being added on via asset bundles maybe), lots of builds seem overwhelming to keep version control especially since there will be a lot of changes and updates in the far future.

Does anyone have an opinion on the matter? :slight_smile:

Yes, this is exactly why you don’t want to use multiple builds, in fact. This is the equivalent of having a different build for each of your quality settings.

2 Likes

If you think that’s bad just imagine how hard it will be to attract new players when all of the statistics that attract players to the game are split across multiple copies of the game.

Building a system for handling localization is not a hard process but if you don’t want to do it yourself there are many solutions on the Unity Asset Store. Below is a link to a free one.

2 Likes

We also have a Localisation package :wink:
https://docs.unity3d.com/Packages/com.unity.localization@0.10/manual/index.html

4 Likes

Nice! Every place I have worked have developed our own, it will be nice to not have to do that again.

4 Likes