On the ADC they tell us we can make the store pages localized by filling out our data in multiple languages, but they also clearly mention that the localization in the app should be all in 1 application.
Is this possible in the current Unity Iphone build ?
For example, can I make an app which is automatically capable of sensing which local language is active on the iphone ?
You could create localized strings in XCode like you do normally, and then pass them into Unity via PlayerPrefs. So inside the app delegate before Unity is started:
Or, you can map the strings to localized equivalents inside Unity code, and just pass in the current language. I’ve never tried it, but the docs say you can get the current language like this:
Does anyone know if it’s something that will be work on on a futur version of Unity iPhone? It would be interesting to have an Application.preferredLang variable.
Thanks for the tipp! This works fine!
But the changes I make to the xCode Project are overwritten when I build the project in unity.
Can I circumwent that somehow?
EDIT:
I a now using PostProcessBuildPlayer to copy a modified AppController.mm to the xCode Project after the Unity-Build is done. Works fine…
We integrated localization in English, French, German, Italian and Spanish for our Predators game.
We did all this by writing a simple C# class and accessing it in Unity.
We just have one problem: The iTunes Appstore description shows only ‘English’ as the supported language.
Here’s a screenshot:
Do you know of any settings on the Xcode side, to enable the other 4 languages, so they’d show up on iTunes? (French, German, Italian Spanish)
There were no hidden checkboxes when uploading the app through iTunes Connect :?
Can somebody explain more detailed for Xcode n00bs how this works? (what is the line that starts unity? And how do I access the language from inside unity?) And does it work with iphone basic?
@BogdanDude I think you have to set the language inside a plist file to be shown in the AppStore (as written somewhere in the apple documentation)
Anyway still trying to get that working with iphone basic for an already finished update, the enhancement pack makes audio problems with multitasking so I hope to be able to avoid it. Can someone please take me by the hand and explain how to do it?
What I did for Realmaze3D was to (in XCode) select MainWindow.xib, get info, make the file localizable, then add the two-letter country codes for the languages I had. As long as something is marked as localized like this, then it shows up in iTunes properly, regardless of whether you actually do anything else in XCode (the actual localization in my case was done in Unity).