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Localization (Multi-Language) - Make your app international

Discussion in 'Assets and Asset Store' started by GleyGames, Feb 14, 2020.

  1. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    200
    Localization (Multi-Language)
    Make your app international
    Localization_1200x630.png
    Get it from Asset Store - Localization (Multi-Language)
    For detailed implementation instructions see the Documentation


    Key Features:

    • Make your app international by translating it into multiple languages fast and easy.
    • Supports all languages supported by Unity. Complete list available here
    • All settings are done inside a custom Settings Window.
    • Automatically detects the device language and if no translation is available in that language the default language will be used.
    • Saves and Loads the last language used.
    • Auto Translation implemented inside Settings Window. Automatically translations can be done by a single click inside asset.
    • Import/Export translations to .CSV files.
    • Works with Unity UI, Text Mesh Pro and nGUI.
    • Translations can be done automatically by adding a component to your text or by calling a single line of code.
    • Full example scenes included
    • All code is available and fully commented
    • Works with Unity 2017.1 and above with Free, Plus or Pro license.
    • Works on all supported Unity platforms.
    Easy setup from a Settings Window:
    SettingwWindow.jpg

    Code example:
    Code (CSharp):
    1. public class SetLanguageExample : MonoBehaviour
    2. {
    3.  
    4.     public Text languageText;
    5.     public Text nextText;
    6.     public Text prevText;
    7.     public Text playText;
    8.     public Text exitText;
    9.     public Text saveText;
    10.     void Start()
    11.     {
    12.         RefreshTexts();
    13.     }
    14.  
    15.  
    16.     /// <summary>
    17.     /// Set localized text for each text field
    18.     /// </summary>
    19.     void RefreshTexts()
    20.     {
    21.         languageText.text = GleyLocalization.Manager.GetCurrentLanguage().ToString();
    22.         nextText.text = GleyLocalization.Manager.GetText("NextID");//this has the same result as using the enum like bellow
    23.         //nextText.text = GleyLocalization.Manager.GetText(WordIDs.NextID);
    24.         prevText.text = GleyLocalization.Manager.GetText("PrevID");
    25.         //prevText.text = GleyLocalization.Manager.GetText(WordIDs.PrevID);
    26.         playText.text = GleyLocalization.Manager.GetText("PlayID");
    27.         //playText.text = GleyLocalization.Manager.GetText(WordIDs.PlayID);
    28.         exitText.text = GleyLocalization.Manager.GetText("ExitID");
    29.         //exitText.text = GleyLocalization.Manager.GetText(WordIDs.ExitID);
    30.         saveText.text = GleyLocalization.Manager.GetText("SaveID");
    31.         //saveText.text = GleyLocalization.Manager.GetText(WordIDs.SaveID);
    32.     }
    33.  
    34.  
    35.     /// <summary>
    36.     /// Assigned from editor. Changes current language to next language
    37.     /// </summary>
    38.     public void NextLanguage()
    39.     {
    40.         GleyLocalization.Manager.NextLanguage();
    41.         RefreshTexts();
    42.     }
    43.  
    44.  
    45.     /// <summary>
    46.     /// Assigned from editor. Changes current language to previous language
    47.     /// </summary>
    48.     public void PrevLanguage()
    49.     {
    50.         GleyLocalization.Manager.PreviousLanguage();
    51.         RefreshTexts();
    52.     }
    53.  
    54.  
    55.     /// <summary>
    56.     /// Save the current selected language
    57.     /// </summary>
    58.     public void SaveLanguage()
    59.     {
    60.         GleyLocalization.Manager.SetCurrentLanguage(GleyLocalization.Manager.GetCurrentLanguage());
    61.     }
    62. }
    For more help watch our tutorial videos:

     
  2. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    200
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