Creating a Language Source


Language Sources are the base of the localization. They store all the Terms used in the game and the translation of each of those Terms into the selected languages.

Sources could be stored in a variety of places


  • They can be created on the Resource folder so that they get auto-loaded when the game starts. This Source has to be named I2Languages in order to be recognized by the game.
  • Sources can also be included as part of a GameObject in the scene to make some Terms available only on those scenes. This could save memory when handling huge localization files on RPGs, MMO or other big games.
  • They can be set as part of a Bundle and loaded dynamically from there. This allows adding more terms for localizing new contents on games that are expanded by downloading bundles.


On most projects it’s recommended to use the Language Source stored in the Resources folder so that the same source became available to all your scenes without having to keep a localization prefab up-to-date in all scenes.


A ready to use Language Source is provided at:

Assets \ I2 \ Localization \ Resources \ I2Languages.prefab









To start localizing the project, click on the I2Languages.prefab (this is the recommended approach)



or



Create a new GameObject in the scene and add a Language Source component (I2 \ Localization \ Source)




Created with the Personal Edition of HelpNDoc: Easily create CHM Help documents