I read about the Localization System here:
https://docs.unity3d.com/Packages/com.unity.localization@0.5/manual/Installation.html
It seems pretty cool and I want to check it out for some future project. However when looking at my Package Manager with preview packages enabled I do not see the Localization System:
![Screenshot of PackageManager without Localization System][1]
Does anyone else have this issue? Is the System called differently? Am I doing something wrong?
I am using Unity 2019.3.0.f3. I have added the new Input System (also in preview) through the package manager. So I don't think this is an issue with the pm... or is it?
[1]: /storage/temp/150776-whereislocamanager.png
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Localization System not showing up in package manager
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Loaclization in WebGL?
Hi,
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I would like to implement multiple languages into my WebGL build.
I already did this tutorial: https://youtu.be/5Kt9jbnqzKA to get used to the general idea. But sadly the "StreamingAssets" folder can't be accessed directly when building for WebGL.
Has anyone experience with this and could point me in the right direction on how to accomplish localization in WebGL?
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Thanks in advance :)
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Arabic characters are displayed normally in editor, playmode and windows build but not in WebGL build?
Hi,
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I want to have multiple languages in my project including arabic and want to distribute it as an WebGL build.
When adding the text in arabic it shows correctly in the editor, and in play mode as well as when building it for windows but as an WebGL build it just disappears and the text field is blank.
Any ideas why and how to solve that?
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Thanks in advance
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Localization Unity Tutorial NullReferenceException
Been following the official unity localization tutorial but I'm getting this error even though my code is identical to theirs.
NullReferenceException: Object reference not set to an instance of an object
LocalizationManager.GetLocalizedValue (System.String key) (at Assets/Scripts/LocalizationManager.cs:57)
LocalizedText.Start () (at Assets/Scripts/LocalizedText.cs:13)
In the comments of the video someone said: "Yes I fixed it. I believe it was by adding an instance of LocalizationManager in the LocalizedText class, and calling the LoadLocalizedText and GetLocalizedValue methods on it."
but their isn't even a LoadLocalizedText and I wasn't really understanding what he meant.
Any ideas? All Code used is on the Unity localization tutorial page as theres a bit.
Thanks!
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Localization Playerprefs remember language on startup
What would be the best way to have Unity remember a language choice even if you close and re open the game? I have multiple languages using the Unity official Localization tutorial but I need it to remember what language as the language screen isn't the first screen you see when opening the game (I have it default to English for starters but have a language scene which reverts back to the start screen with the chosen language). Thoughts?
I was thinking playerprefs using setstring somehow but how would you do the whole getstring at game launch and remember a previous choice in a previous session?
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my localization loader only load one text's value
im trying to make own simple localization system but there's one problem . my localization system's text loader only load one text's value. here's my codes
Test.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class Test : MonoBehaviour
{
public ItemList jsonKey;
public bool isReady = false;
string path;
string jsonText;
public string selectedLang;
public string key;
public Dictionary itemDic= new Dictionary();
public void Start()
{
selectedLang = "en-";
SetDic();
}
public void SetDic()
{
path = Application.streamingAssetsPath + "/turkish.json";
jsonText = File.ReadAllText(path);
jsonKey = JsonUtility.FromJson(jsonText);
for (int i = 0; i < jsonKey.itemList.Length; i++)
{
itemDic.Add(jsonKey.itemList[i].key, jsonKey.itemList[i].value);
}
isReady = true;
}
}
TestLoader.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TestLoader : MonoBehaviour
{
public Test test;
public string keyName;
public void Start()
{
GameObject tempObj = GameObject.Find("Localization Manager");
test = tempObj.GetComponent();
Load();
}
public void Load()
{
test.key = test.selectedLang + keyName;
if (test.isReady)
{
if (test.itemDic.ContainsKey(test.key))
{
this.GetComponent().text = test.itemDic[test.key];
Debug.Log(test.itemDic[test.key]);
}
}
}
}
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How to add StringTable data(entries) from our script for Localization purpose.
Hi Folks,
I have tried to insert entries in the StringTable but data added only for the first column( Locale in the table).
My query is to add data to all columns of the StringTable.
Here below is the one-line code that I was used to inserting data(entries).
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`stringTable.AddEntry("key data", "col entry data");`
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Please guide me on a possible way to store string data in StringTable in the localization table.
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@karl_jones
Actually I am looking for an editor script.
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- UnityEditor: 2019.3
- Localization: 0.6.1-preview
- VS Code: 1.1.3
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Localization with ScriptableObjects and YAWL
Hi! I have a doubt whith making localization with SO, I´ve done a dialogue system based of SO(each of them has an array of dialogues and an index to move along them). The thing is that I want to be able to translate their texts without touching too much the SO´s. [Here](https://answers.unity.com/questions/1425691/can-you-convert-your-scriptable-object-into-a-text.html) says that you could force the serialization to text and in that way be able to edit the SO(or a copy of it) and change its values. The thing is that I have done that and it worked great. But my problem is at the time of changing those SO´s that are already set on a GameObject(in this case the speakers and the dialogue manager). Because they are all configured in English, but if, for example, I change the language to Spanish, I need to exchange them in the same order they were in the beginning. To be more specific with the dialogue system I´m using rn here is the video of it(I change itt a bit, but the idea is the same).
https://www.youtube.com/watch?v=YJLcanHcJxo
Thanks in advance!
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Does app localization have to be done within unity?
Hello everyone! I'm about to localize my game, and was wondering if you need to upload a localized version to the app store or if you need to detect the user's country within the game itself and change accordingly. Any help is appreciated!
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How to change the text on a button of a published game?
Hello, I'm trying to do localization of a unity game I found online.
I tried using the Unity Assets Bundle Extractor to extract from the resources.asset file and il2cppdump to extract from the gameassembly.dll, but to no avail.
As for the UABE extraction, initially I thought the button would have the texture2D type, but it wasn't the case - should I try to look into monobehaviour type file?
From the gameassembly.dll, I got the script.json and stringliteral.json, but still there's nothing there.
I would really appreciate some help. Thank you.
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How to attach Localization to ScriptableObject?
I am trying to use Localization package
https://docs.unity3d.com/Packages/com.unity.localization@0.6/manual/
I want to attach localization string to my ScriptableObject I am using to store static objects. For example
[CreateAssetMenu(fileName = "New Item", menuName = "Static/Item")]
public class Item: ScriptableObject
{
public int id;
public string title;
...
}
I want to attach localized strings to Item.title to make its values pickable from Assets Table of Localization package in UnityEditor. What I need to do to set up this behavior?
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Android App Bundle localization
Hi everyone!
I've been looking how to deal with localization on Android App Bundles inside Unity and haven't found anything. I published my game in english a few months ago, but I'm also targeting the spanish market, so I need to have my game in these two languages.
Is there a special way to treat this? Or I just go with the regular process checking the system language and replacing the strings?
Thanks in advance!
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What is proper character set for Japanese players that using in game chat?
Now I'm working on localization for game and occur a one problem. After generating a font assets for Japanese or Chinese language with **ALL** characters turned out that those font assets are very "heavy" (around 300 MB for each language). That's definitely too big for me.
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I manage to made font with necessary characters (based on our localization - Font Asset Creator -> Custom Character List). Great solution, now fonts assets have around 30MB.
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But there is another problem - we have online chat in game and probably gamers will use characters that aren't supported by our font asset.
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While searching for solution I came across one solution for Chinese language - [This link][1]
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Is there similar thing for Japanese language? Or Maybe a special character set?
Thanks for all help.
[1]: https://en.wikipedia.org/wiki/Table_of_General_Standard_Chinese_Characters
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How to localize app name
I need to localize app name for android on version 2019.2
I tryed to add string.xml, but is not supported anymore. https://answers.unity.com/questions/654383/how-to-localization-app-name-on-android-platform-1.html
I tryed to add the localization package, but is too complex, I just need app name and nothing else. https://docs.unity3d.com/Packages/com.unity.localization@0.4/manual/
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How to preload language?
Hello, I'm using [Localization][1] It's working in my game, but on the first game run there's a delay to change the language. How can I preload this during unity splash screen or using a loading bar?
[1]: https://docs.unity3d.com/Packages/com.unity.localization@0.7/manual/index.html
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Native Localization package documentation misunderstanding
From the Localization package documentation [here](https://docs.unity3d.com/Packages/com.unity.localization@0.4/manual/#scripting-examples)> The default Locale Provider uses the Addressables system to provide the available Locales at run time. The benefit of this is that you can add and remove Locale support to a project after you build it, and you can defer loading to reduce the application startup time.
But I can't find the place it shows it's benefits. I can't find how the user can extend the localization database and add more language supports as the real data I was able to find in the resources.assets binary file. Should I manually modify this binary to add more strings after I build - I don't think so. Then how?
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How to create UIToolkit/UIElements menu for com.unity.localization package?
How to create **UIToolkit**/UIElements custom `VisualElement` menu for [com.unity.localization package][1] to switch between different `Locale` settings? (i.e. language, translation).
Ideally: a dropdown menu or a list that displays existing `Locale` entries only.
[1]: https://docs.unity3d.com/Packages/com.unity.localization@0.8/manual/QuickStartGuide.html
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TextMeshpro arabic fonts stop displaying more than one word(last one)
hi everyone
like in the title i was using Text mesh pro to show some massages in my game in Arabic ( RTL Language ) and everything work fine
then suddenly ( probably after i built the game ) any text mesh pro stop displaying more than one word no matter what ever i do , everything disapper when i press space, pressing enter and starting new line keep the word in previous line , but this mean only one word for each line
i deleted the font and re-added it and downloaded other font it's just stuck with first word i write
please help me
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How to make official localization mix strings with scripted variables?
I'm a newbie unity user who has never written a code before starting to learn unity couple weeks ago. Now i'm trying to learn how to implement a localization into game using official unity localization https://docs.unity3d.com/Packages/com.unity.localization@0.9/manual/index.html
i have no problem using it for simple strings. But there is a string in my game which before implementing localization was defined like this along with the other stuff inside GameManager.cs:
public TextMeshProUGUI scoreText;
public int score;
public void UpdateScore (int scoreToAdd)
{
scoreText.text = "Score: " + score;
score += scoreToAdd;
}
How to make localization for this string without splitting it into 2 different objects (one for "Score:" string and another for score value).
I've tried making a smart strings in localization table like these
Score: {score}
Очки: {score}
etc.
or like these
Score: {GameManager.score}
along with removing
scoreText.text = "Score: " + score;
from my script but this way it's just displaying the first part of the string from localization table
Score:
Очки:
etc.
How to make it work considering that my scripting skills are very low at the moment?
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How to make localization for Dropdown - TextMeshPro?
I'm a newbie unity user who has never written a code before starting to learn unity couple weeks ago. Now i'm trying to learn how to implement a localization into game using official unity localization https://docs.unity3d.com/Packages/com.unity.localization@0.9/manual/index.html
I have no problem using it for simple strings. But how to use for dropdown options? Dropdown options text can not be dragged into Localize String Event -> Update String field. I can create different drodown prefabs for different languages and make a Localization table of dropdowns but there are only
- localize string event
- localize audio clip event
- localize sprite event
- localize texture event
in the available inspector components. None of this is applicable for dropdowns. How localize it considering that my scripting skills are very low at the moment?
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