Jump to content
  • Advertisement
Sign in to follow this  
KitKat20152016

Unity The Common Way Of Making Game Localization N Unity

This topic is 870 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm making a game that require localization(change from one language to another language) what is the common way of doing it?
 
There are two ways that I know but maybe there are some smarter ways to do it, so I wanted to ask people actually starting doing any code
 
1.Use a plugin in Unity called I2
2.Use XML and translate it manual 
 
 
 

Share this post


Link to post
Share on other sites
Advertisement
Proper translation needs to be done manually anyway. The only interesting part is how you hook up your strings, and that can be as simple as just having a dictionary of stringIDs -> strings, instead of just using strings directly. Use different dictionaries for different languages. Some people like to store the translations in an Excel worksheet.

Share this post


Link to post
Share on other sites

I haven't had to do it in Unity before, but I'd imagine it's not that different than doing it manually.  I'm mildly surprised that Unity hasn't made stringIDs inherent, it's something just about every game is going to have to do, except for those few games with little to no text that don't translate.

Share this post


Link to post
Share on other sites

I'm mildly surprised that Unity hasn't made stringIDs inherent, it's something just about every game is going to have to do, except for those few games with little to no text that don't translate.
 

 

It probably doesn't because there isn't much to it as part of the game engine, and what little effort involved is going to be mostly unique to the game.

 

You've got some data tables of your own format, anything including CSV, JSON, or XML files work just fine. You load the corresponding string, use String.Format(), and display it.  This type of localization system is not particularly difficult nor complex. 

 

Localization is something most games heavily customize. I've found the generic localization support built into major engines is typically unused in preference to something custom to each game.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!