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Localization and Translation in-editor (open source!)

Discussion in 'Assets and Asset Store' started by hardcoded2, May 1, 2014.

  1. hardcoded2

    hardcoded2

    Joined:
    Nov 28, 2012
    Posts:
    6
    Get your game translated -- Tools to help you get your current game translated and continue to iterate afterwards.


    KEY FEATURES
    • Migration tools to get your text out of prefabs, scenes and into a translatable form(and a capture mode for code-based text)
    • Simple api, fast runtime-friendly data storage that also integrates well into source control (ScriptableObject)
    • In-editor ordering of human-powered translations. High quality results returned fast -- over 200 words per hour per language ordered
    • Integration with GUI toolkits -- NGUI, OnGUI, Textmesh
    • Capture mode for automatically saving text that is not in translation database
    • Free sample backwards, "pseudo" language to help you test that your translations will work seamlessly in your game
    • Examples in project Transfluent/Examples/, documentation on https://github.com/Transfluent/Transfluent-Unity
    • Sample translated app -- https://github.com/hardcoded2/strangerocks
    • Comes with over 170 commonly used strings in all 22 languages supported by the Apple App Store.
    • Custom string translation can easily be ordered, 50,000 translators in 100+ languages available.
    • Reach new audiences!

    Quick overview:


    Basic api:
    TranslationUtility.get("myKey"); //get the translation for "myKey"
    TranslationUtility.getFormatted("Hello, {0}",username); //get the translated text and insert the token
    TranslationUtility.changeStaticInstanceConfig("zh-cn"); //change global langauage instance to Chinese (Simplfied) translation set, then sends the OnLocalize() function to all monobehaviours

    OnGUI wrapper:
    Wrap all OnGUI calls text to automatically translate static text -- don't change every line -- change two:
    using GUILayout = transfluent.guiwrapper.GUILayout;
    using GUI = transfluent.guiwrapper.GUI;

    TextMesh:
    Translation/Helpers/Full Migration automatically scans all of your prefabs and scenes, and attaches a LocalizedTextMesh component that automatically responds to language changes. Behaviour of migration can be changed in the GameSpecificMigration file, as was done in the strangerocks example

    LocalizeUtil:
    Stores initial translation key and provides current translation in the “current” member by interacting with Translation.utility.get -- useful for custom integrations. Also what our LocalizedTextMesh uses internally.

    NGUI:
    Import and export to NGUI’s localize CSV format so that you can order translations in the editor

    “Capture mode”:
    Any translations not currently recognized in the translation database will get entered. Useful if you have text in code and want to manually copy-paste the text into your source language translation database, like with OnGUI.

    Localization made easier . Download it now! https://raw.githubusercontent.com/Transfluent/Transfluent-Unity/master/Release/2.0/TransfluentEditor-2.0.6.unitypackage
     
    Last edited: May 15, 2014
  2. hardcoded2

    hardcoded2

    Joined:
    Nov 28, 2012
    Posts:
    6
    We're now officially on the asset store at https://www.assetstore.unity3d.com/en/#!/content/17648 and the latest version of the package (2.0.6) now has:
    • Smoother translation order flow:
    • Robust migration extension api: easy to use way to extend the asset scanner to search scenes and prefabs for non-localized text and get it in the translation database and add components to get them to update at runtime
     
  3. Gekigengar

    Gekigengar

    Joined:
    Jan 20, 2013
    Posts:
    738
    Will wait for uGui integration
     
  4. hardcoded2

    hardcoded2

    Joined:
    Nov 28, 2012
    Posts:
    6
    We thrive on requests! This and a few other features should be rolled up in a release very shortly.

    Testing out the latest release with the code and should have the "The Next Generation GUI" ( TNGUI :D ) up soon! More than happy to reply here or respond to PMs or even set up a quick intro over skype, etc.