The effortless solution to localization, language management and translation.
New in the asset store the Localization package.
As a part of gathering all essential tools that we need for any future game development we’ve created this localization package. This package features an all in solution for localizing your games. The goal of this project was to, once and for all, create a perfect localization solution that is dead-easy to use. The next time you work out a licensing deal you can have the localization ready up front!
Much effort has gone into polishing the usability. This is to ensure that there should be no reason not to integrate it in a game, even when you don’t plan on offering translations at all. Furthermore it is a plus to have all your games texts outside of the code to allow others to improve the texts.
Features:
Super easy to use
C# source code
Compatible with JS, Boo and C#
Support as many and any language you want
Optional automatic translations
Google docs integration for smooth collaboration
Builds do not need an internet connection: 1 button to bake your translations
Detects local language and remembers last language setting
Very good point.
Submitted update 1.01:
-Language.GetAsset(string name) has been added.
-LocalizeAsset.cs can be attached to gameobjects to localize an asset automatically
-These asset translations do need to be present as “Resources/Language/LANGUAGECODE/ASSETNAME”
-Editorscript: “verify localized assets” helps you to verify if all localized assets are present correctly in all languages.
-Demo + documentation expanded for this new feature
Great.
How does this work with custom font filesfor each language? Do you use the localised asset for font files to be replaced inside guistyles or how does that work exactly?
Yes custom font files would be localized assets. You can replace the material/texture and font data inside the GUIstyle indeed.
I’m on a holiday for the next two weeks, but I could add a demo after.
I’ve just submitted an update to the asset store, it should be live by tonight or otherwise tomorrow.
The demo now shows a of the “LocalizedAssets” for GUI font files. This can be extended to whatever GUI solution you use.
Furthermore, for this purpose a callback has been added, you can add the function “ChangedLanguage” to any of your scripts and it will be called whenever the language has changed.
brownsky:
At the moment all localized assets are loaded via Resources.Load. However, it could be quite easily adapted to also accept some (predefined) asset bundles and check where an asset is available.
So: Currently, there is no asset bundle support but expanding this is very easy. This will certainly make a good addition when I have some more time.
I recently have bought your package and I am happy with the overall ease of use and the Google docs integration in detail.
There is one little problem, though. I need to have multi lines in some fields, so hitting alt-return does a new line in gDocs.
When updating your Language Editor function throws an error saying that key is missing.
It is obviously not and i can confirm that that line break inserted in gDocs raises the error. ( No error with no linebreak)
Do you think there might be a solution for that problem ? I did a quick look inside your code but was not getting too far.
Though I might work around that issue, it would be nice if it would be possible to use multi lines , too.
In any case, thank you for that asset, really useful and time saving.
I’ve committed a fix to the asset store package with support for new lines (1.04).
It should be live within 1 or 2 days, depending on the asset store team.
I have a question, i bought your package. My sheet document in GDocs have more than one sheet, but when i press UPDATE TRANSLATE, in console this show it:
" No sheets found, or your spreadsheet has only 1 sheet. We are assuming that the first sheet has ID ‘0’. "
I submitted an update yesterday which should be live by now (1.07). Can you please try updating and see if that helps?
Otherwise please PM me the URL that you entered for your spreadsheet and I’ll have a look why it doesn’t work properly.
Hello. I have one UnityPro project on Windows and the same project on Mac. In windows all right, but in Mac i have message “MISSING LANG”. Source of projects is only one. What I could do?
imtrobin: This package does not limit the usage of Asian languages. Chinese/Japanese is supported. When using the default mac/windows languages it’ll work out of the box. The most important thing you need to take care of is to make sure to use correct font files (Asian font files can be huge!). The included demo also shows usage of 1 or 2 Asian languages. The package can switch language files when switching the language setting (using localized assets).