Author : jdvi


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rooster's Avatar
Old (#1)
hi all.. I'm curious to see if anyone who uses unity has a localization system in place?

I'm actually hoping to make my next project contain 0 text whatsoever, but managing input is still an issue.

does anyone know what happens when someone tries to use the input manager on foreign language systems, especially with different character sets like japanese or chinese?

thanks!
-Rich
www.redprodukt.com
Rich Make Game! twitter: @RichMakeGame
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Offline , Counter of Polys™, 6,426 Posts, Join Date Dec 2004, Location Newcastle, uk  
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Frankie's Avatar
Old (#2)
You could try asking on the unity irc, freenode #unity3d
Offline , polygon, 538 Posts, Join Date Oct 2004, Location London  
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equil's Avatar
Old (#3)
it just works. unity uses utf-8 for all string representation, so displaying more or less anything works as long as you supply a font with the neccessary character sets. As for input methods, this should just work too (i've tested a few languages including japanese), but i don't have any experience working with any gui systems beyond the built-in one, so i can't guarantee that they'll work as well.
Offline , triangle, 292 Posts, Join Date Oct 2008, Location gbg sweden  
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Brice Vandemoortele's Avatar
Old (#4)
i use this one http://u3d.as/content/m2h/localization-package/1Ya

a Google docs spreadsheet-based solution proved very useful for outsourcing translations, especially with low cost services like fiverr
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Brice Vandemoortele's Avatar
Old (#5)
btw Japanese font are available in FNT format in the store.
There doesn't seem to be an equivalent for Chinese since there's too much symbols for the bitmap atlases. It seems for now we're stuck with rasterized fonts on mobile.
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kio's Avatar
Old (#6)
i used excel to list all keys -> langvaule_en -> langvalue_de -> langvalue -> fr etc. I then wrote a small python script which converted the key - value lists for each language into a xml file, which i then parse in unity. worked pretty good. but i did not do any fancy languages like japanese, or kyrilic languages.

usage was something like Debug.Log( "new game".localize() ); and localize looked up the value in each the corresponding language dictionary.


but i guess the one brice posted is doing a good job
Offline , triangle, 324 Posts, Join Date May 2008, Location berlin  
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rooster's Avatar
Old (#7)
how do you guys handle the input manager then? (and by that I mean, allowing users key customisation before game begins)- or do you have custom input solutions?

hmm thinking about it I guess this is a desktop specific question

the key config screen runs before the game does on desktop, and you only enter one name for input axes/buttons (presumably in english)

I'm trying to figure out how to make that usable by a non-english speaker
www.redprodukt.com
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rooster's Avatar
Old (#8)
is everyone doing mobile? :/
www.redprodukt.com
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