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Localise Camera Usage Description - iOS

Discussion in 'Localization Tools' started by ainara4holition, Feb 8, 2021.

  1. ainara4holition

    ainara4holition

    Joined:
    Aug 7, 2020
    Posts:
    18
    Hello!

    Is it possible to localise the "Camera Usage Description" for iOS ?
    Player Settings -> Other Settings -> Configuration

    Many thanks!!
     
  2. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    7,846
    Hi not at the moment. I added a task for us to look into this in the future.
     
  3. ainara4holition

    ainara4holition

    Joined:
    Aug 7, 2020
    Posts:
    18
    Hi Karl, thanks a lot for the quick reply.
    It would be great to have this in the future, thanks!
     
    karl_jones likes this.
  4. jgmakes

    jgmakes

    Joined:
    Jan 10, 2019
    Posts:
    75
    Bump.

    Any movement on this, @karl_jones ?
    Clearly people need to localize permission asks.

    FYI for anyone else that comes upon this, I'm seeing OS specific solutions.

    e.g. this iOS technique requires going through Xcode's UI to generate InfoPlist.strings files, and I'm going to look into automating that through a
    PostProcessBuild
    . I'll post it here when I have something.

    But it seems like there should be a wrapper so we can at least target Android + iOS easily together.
     
  5. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
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    7,846
    We support the camera usage description now.
    https://docs.unity3d.com/Packages/com.unity.localization@1.3/manual/iOS-App-Localization.html

    We have a few other values that were recently requested that we will add in the future.

    We already do the post processing step to modify the info plist files.

    It's hard to do a generic wrapper because each platform supports different things.
     
  6. jgmakes

    jgmakes

    Joined:
    Jan 10, 2019
    Posts:
    75
    Awesome, thanks @karl_jones! I'm so glad this was built since this thread started :)

    I just installed the Localization pkg (1.0.5), and I'm hoping that a future version will have a UX person on the team rethink the flow. It's comical that I can't just write a string next to "Camera Usage Description" but need to
    • open a dropdown
    • create a Table Collection
    • and then in that window, create keys and values (unclear if the keys need to match values iOS recognizes...
    • Look up what "Smart" means, and if the metadata is important?)
    • And then once back, point to that key from the slot I should have been able to simply type my localization string in the first place
    Regardless, I'm SUPER glad there's a v1, so applause there. And I assume this is a parallel to the structure in iOS, which is easier on the ENG team, but this could be easily abstracted away in a future version, I would hope.

    As for Android, I think it's important to localize the main common asks: camera, microphone, and notification. In our case, our base app is in English, but if someone in China doesn't know English, and suddenly the camera ask comes up as gibberish to them, that's a huge UX fail, with negative ramifications if they deny it. Many apps are useless if the camera ask is not granted, for example.

    Thanks so much for continuing to improve the experience for us!
     
  7. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    7,846
    Hi,

    I would upgrade to 1.3.2 if possible, it has a lot of fixes and improvements. Depending on the version of Unity you are using it may not be visible but you can force it by editing the manifest.json file in the Packages folder.

    We are currently going through a UX review and hope to have gradual improvements in 1.x and some more significant changes in 2.x.

    I will add a task for us to add the additional fields to Android support.

    Thanks for the feedback.
     
  8. jgmakes

    jgmakes

    Joined:
    Jan 10, 2019
    Posts:
    75
    I'm on 2021.3.2 and not seeing anything newer than Localization 1.0.5, so I'll try changing the manifest. I didn't realize that the system could look for pkgs that didn't appear in the Package Manager.

    Good luck with the UX review!

    And thanks for considering Android support. Simple localization is especially important on Android, the more globally inclusive OS. I target Android specifically to reach audiences who speak other languages in other countries.

    Thanks again!
     
    karl_jones likes this.
  9. jgmakes

    jgmakes

    Joined:
    Jan 10, 2019
    Posts:
    75
    @karl_jones

    I'm finally launching my localizations for iOS. Hilariously I had to look at the instructions I wrote above to figure out how to do it again!

    Usability is not trivial, and exposing UI that maps directly to how the data is structured is rarely understandable to anyone but the engineering team. That's like a tech proof of concept, not usable software. At the moment it's no simpler than adding one's own InfoPlist.strings files

    Arguably it's another level of abstraction. For example, why should I be choosing a name for a table, and then names for keys? Things like that (which don't seem super valuable here for the 99% case) should at least have a default, understandable name with an option to override... not blank by default.

    Glad you're working on it! But please reach out to your UX resources! Or hire some more! :)
     
    karl_jones likes this.