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How to support Localization for runtime-loaded content (e.g. mods)

Discussion in 'Localization Tools' started by tknippenberg, May 2, 2021.

  1. tknippenberg

    tknippenberg

    Joined:
    Feb 15, 2017
    Posts:
    13
    Every object that the player can build in my game is loaded from .xml files in the StreamingAssets folder to support Mods later on. I want to localize the base-content but I'm struggling how to do that.

    For the UI and logic in my scripts I have used the new UnityEngine.Localization system and I hope to be able to also use that for runtime-loaded content. I have not been able to find whether it's possible to create an Asset table (strings) while playing. Do you know if this is something that's possible and if so, how?

    Other options would also work for me (e.g. a dictionary per language) but I thought the convenience of locale-fallbacks was very useful, so hopefully I can use the generic system.
     
  2. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,279
    tknippenberg likes this.
  3. tknippenberg

    tknippenberg

    Joined:
    Feb 15, 2017
    Posts:
    13
    Thanks for pointing out that thread.
     
    karl_jones likes this.