Localization and Translation in-editor (open source!)

Get your game translated – Tools to help you get your current game translated and continue to iterate afterwards.

KEY FEATURES

  • Migration tools to get your text out of prefabs, scenes and into a translatable form(and a capture mode for code-based text)
  • Simple api, fast runtime-friendly data storage that also integrates well into source control (ScriptableObject)
  • In-editor ordering of human-powered translations. High quality results returned fast – over 200 words per hour per language ordered
  • Integration with GUI toolkits – NGUI, OnGUI, Textmesh
  • Capture mode for automatically saving text that is not in translation database
  • Free sample backwards, “pseudo” language to help you test that your translations will work seamlessly in your game
  • Examples in project Transfluent/Examples/, documentation on https://github.com/Transfluent/Transfluent-Unity
  • Sample translated app – GitHub - hardcoded2/strangerocks: Demo game to show off many features of StrangeIoC -- also a test of transfluent translation on an arbitrary project
  • Comes with over 170 commonly used strings in all 22 languages supported by the Apple App Store.
  • Custom string translation can easily be ordered, 50,000 translators in 100+ languages available.
  • Reach new audiences!

Quick overview:

Basic api:
TranslationUtility.get(“myKey”); //get the translation for “myKey”
TranslationUtility.getFormatted(“Hello, {0}”,username); //get the translated text and insert the token
TranslationUtility.changeStaticInstanceConfig(“zh-cn”); //change global langauage instance to Chinese (Simplfied) translation set, then sends the OnLocalize() function to all monobehaviours

OnGUI wrapper:
Wrap all OnGUI calls text to automatically translate static text – don’t change every line – change two:
using GUILayout = transfluent.guiwrapper.GUILayout;
using GUI = transfluent.guiwrapper.GUI;

TextMesh:
Translation/Helpers/Full Migration automatically scans all of your prefabs and scenes, and attaches a LocalizedTextMesh component that automatically responds to language changes. Behaviour of migration can be changed in the GameSpecificMigration file, as was done in the strangerocks example

LocalizeUtil:
Stores initial translation key and provides current translation in the “current” member by interacting with Translation.utility.get – useful for custom integrations. Also what our LocalizedTextMesh uses internally.

NGUI:
Import and export to NGUI’s localize CSV format so that you can order translations in the editor

“Capture mode”:
Any translations not currently recognized in the translation database will get entered. Useful if you have text in code and want to manually copy-paste the text into your source language translation database, like with OnGUI.

Localization made easier . Download it now! https://raw.githubusercontent.com/Transfluent/Transfluent-Unity/master/Release/2.0/TransfluentEditor-2.0.6.unitypackage

We’re now officially on the asset store at Unity Asset Store - The Best Assets for Game Making and the latest version of the package (2.0.6) now has:

  • Smoother translation order flow:
  • Robust migration extension api: easy to use way to extend the asset scanner to search scenes and prefabs for non-localized text and get it in the translation database and add components to get them to update at runtime

Will wait for uGui integration

We thrive on requests! This and a few other features should be rolled up in a release very shortly.

Testing out the latest release with the code and should have the “The Next Generation GUI” ( TNGUI :smile: ) up soon! More than happy to reply here or respond to PMs or even set up a quick intro over skype, etc.