I am building an android game with unity and I would like to add 1 or more language. I tried the smart localization asset in the asset store. I was searching for an asset that would allow me to edit language directly from the text component (in the editor) but I couldn't find so I tried this: Find all the text Components on the scene and change the text according to the user preferred language. For example I don't put the real text in the buttons but the unique key of the text and the scripts will do the change in his start method. But I wonder if this is the better to do localization.
The language that's used in Unity is called C# (pronounced C-sharp). All the languages that Unity operates with are object-oriented scripting languages. Like any language, scripting languages have syntax, or parts of speech, and the primary parts are called variables, functions, and classes.
Localization is the adaptation of a product or service to meet the needs of a particular language, culture or desired population's "look-and-feel." A successfully localized service or product is one that appears to have been developed within the local culture.
(Update Sept 2020) How you go about localization really depends on your project. I've since written a blog post on the subject here. It includes a basic 50 line localization tool for Unity.
Nowadays there are a few localization packages for Unity.
I think the best asset to use is No Such Localization. It is simple yet powerful. (Disclaimer I am the creator of the asset).
Unity has a localizaition package (as of Sept 2020 still in preview). Still janky but will probably become the de-facto localization package in the long run.
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