Multi-lingual Editor

Hey I have this neat editor that helps people easily use files to make there app’s multi lingual. I was thinking of putting it on the Asset Store but I wanted to see if there was any interest in such an editor.

It doesn’t actually translate your languages for you, you will have to get them translated but it does make it easier to swap out sentences and text via keys.

It would only really be useful if you wanted to localize an app in more than 2 languages.

Let me know if there is any interest!
Jake

See it here → http://reverieinteractive.com/archives/468

Interesting. But you releasing it for paid or free? I might be needing it because i am making a educational game so might need to change the language if someone is stuck.

I would charge $25 for it because I spent a few hours making it. But I must warn people that you will either have to know some programming language or you would have to let your programmer know how to use it.

Hense why I am asking if there would be any interest in it :slight_smile:

It is being used in Dollar Origami 3D… An app for the iPhone, iPod… So it is a proven system.

Cool. Thats great, And affordable pricing too.

Here is a webplayer of the output of the multi-lingual editor. As well as the script that was used to control the demo.

See it here —> http://reverieinteractive.com/archives/488

what is the price for it?
I want to buy it.

It will only be $25 and will (hopefully) be available in the Asset Store! I am making a video as we speak about how to use it and I will post here with a link to the video once I am done.

Jake

http://vimeo.com/26049238 Here is a demo video I made… Should be live around 1:00am PST.

Good idea. Myself I put the all the GUI texts in a separate xml file and load it on the basis on “Application.systemLanguage”. Default is English, if any other is detected an has its corresponding data in xml file - then gets parsed.

Yeah you can set the default language using Application.systemLanguage… I tried using XML files but unfortunately I couldn’t get them working on iOS because System.XML is apparently not supported so I had to resort to regular txt files.

So the editor all it really is there to do is help you organize your languages and gives you an easier way to setup those languages. For a lot of non-programming types, that would be very very tedious!

So what your saying with my system it would be,

void Start()
{
       SystemLanguage language = Application.systemLanguage;

       switch(language)
       {
               case SystemLanguage.English:
                    LanguageManager.LoadLangaugeFile(Language.English);
                    break;
                case SystemLanguage.Spanish:
                    LanguageManager.LoadLangaugeFile(Language.Spanish);
                    break;
       }
}

I would have used SystemLanguage but the idea was to simplify it, and if I had used SystemLanguage, it would display 100 languages lol which is way more than a lot of people are going to use.

So yeah, its basically the same thing… It stores it in separate files but it gives an editor to do it with :slight_smile:

Oh and I failed to mention that you could also go directly into the files and edit the information in there and the editor will load them up as they are.

I have mentioned “Application.systemLanguage”, but depending o localisation policy of the site, my alternative idea of language detection that I use is based on data passed in embedding string by “Application.srcValue”

Im confused as to how you can detect localization via Application.srcValue?

At any rate, if your trying to tell me there are easier methods please let me know! I dont want to waist much time on something that isnt going to be useful to the community.

I honestly think this system is designed to make life easier as it has made mine easier lol.

Jake

Sorry, that is my fault, I didn’t express myself clearly enough, I meant passing the localisation values by the WebPlayer embedding string and getting them by “Application.srcValue” inside the app.

Oh I see. Well I mean that would work all fine and dandy. This system really wasnt about how to get localization data (As in what language its supposed to be in). That can all be done via the developer. This system is more about how to HANDLE the information once you got it. It would be extremely easy to grab the localization data. The hard part it writing all that text in several different languages over and over again. And thats what this is attempting to help out with.

Im assuming with your XML parser you had to write your own custom classes to handle where to place the language text right? Well thats what this is essentially. Except future developers wont have to spend a few hours developing it!

Sorry if I am missing the point :).

Jake

If I had not already got my own solution I could possibly buy it. But I am interested how you organize the data file, because that will have to be edited by user.

tomekkie

No the user should never have to look at the file because everything that creates the file itself is done within my editor script plugin for Unity. All you have to do is click “Window → Language Editor” and the editor will pop up, load in any data from the file, and you can edit things from there.

So I have attached a picture of what the editor looks like. The image shows what the users will deal with.

The attachment is an older version of the script but shows the idea

Anyway, I am putting the package together today to put up in the Asset Store.

Thanks. I have understood it now. Looks a great job!!!.
Interesting whether the data is held inside the webplayer or in a separate file .

hi! jj55ee it really nice work. but i have some question before buying it.

  1. Is it work in 3d Text?
  2. After translate English to French. i have facing some problem in 3D button like i place one plane behind text. after translate it plane is not set according to text for reference i place two image here.

have you a solution for that ?

pls help.

623468--22201--$eng.png
623468--22202--$french.png

Yes it will work in 3D Text!

The only thing the Language Manager will do is help you keep track of your translations and also help you to add new localizations without needing to go through your scripts or work with an XML file directly. Anything beyond that will have to be created by you.

In your case, you will have to grab the length of the word and scale the planes width respectively.

Jake