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NiklasBorglund/SmartLocalization
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NOTE: There is a newer, closed source version available(2.0) at the Unity Asset Store: https://www.assetstore.unity3d.com/en/#!/content/7543 Smart Localization by Niklas Borglund - niklasborglund[at]gmail[dot]com, @NiklasBorglund --------------------------------------- Localizing your game has never been this easy. Localize your game with only a few mouse clicks. Just open the Smart Localization Window in Window->Smart Localization and start by pressing "Create new localization system". Edit the root language file by adding some keys and base values. To create a new language, choose a language from the drop down menu and press "Create Language". To edit and translate a language, press the name of the language in the language list in the main window. The example scene in Assets->SmartLocalization->Scenes->LoadAllLanguages will load a list of all the available languages that you have created along with your keys/values. This plugin also supports Microsoft Translator. All you have to do is to create a Microsoft Translator account and paste in your credentials in the main window and press "Save" and "Authenticate". The translate language window will show a drop down menu of languages to translate from if that specific language is supported. Microsoft Translator gives you 2 million characters to translate each month for free. Guide to get a Microsoft Translator Account: http://blogs.msdn.com/b/translation/p/gettingstarted1.aspx To get the values at runtime: //Returns a text value in the current language for the key string myKey = LanguageManager.Instance.GetTextValue("MYKEY"); //Gets the audio clip for the current language AudioClip myClip = LanguageManager.Instance.GetAudioClip("MYKEY"); //Gets the prefab game object for the current language GameObject myPrefab = LanguageManager.Instance.GetPrefab("MYKEY"); //Gets the texture for the current language Texture myTexture = LanguageManager.Instance.GetTexture("MYKEY"); //To cache the LanguageManager in a variable LanguageManager languageManager = LanguageManager.Instance; //Get a list of all the available languages List<string> availableLanguages = LanguageManager.Instance.AvailableLanguages; //Get a list of all the available languages (System.Globalization.CultureInfo) List<CultureInfo> availableLanguages = LanguageManager.Instance.AvailableLanguagesCulture Info; //Get the system language( string = "en" "sv" "es" etc.) string systemLanguage = LanguageManager.Instance.GetSystemLanguage(); //Check if a language is supported(string = "en" "sv" "es" etc.) LanguageManager.Instance.IsLanguageSupported("en"); //Change a language(string = "en" "sv" "es" etc., Make sure the language is supported) LanguageManager.Instance.ChangeLanguage("en"); //Set the default language(The language that will be loaded(if it exists) at startup) //takes System.Globalization.CultureInfo or string LanguageManager.Instance.SetDefaultLanguage("en"); LanguageManager.Instance.SetDefaultLanguage(currentCultureInfo); Smart Localization saves the language files in the .resx file format. ResX is commonly used for globalization and localization. A wide variety of software is used to translate .resx files. An example of a good editor is: http://resex.codeplex.com/ Video tutorials: http://www.youtube.com/watch?v=f6f2Osufjno http://www.youtube.com/watch?v=DABGRPXhooc Unity forum thread: http://forum.unity3d.com/threads/173837-RELEASED-Smart-Localization-for-Unity3D This project is licensed under the MIT License. contact information: niklasborglund[at]gmail[dot]com https://twitter.com/NiklasBorglund
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A localization system for Unity3D
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