Set Language and Term listing

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5 years 3 weeks ago #3994 by AxelG
Hello,

I just got I2 Localization and I'm testing it in a project using Playmaker. I encounter an issue with the set current language action.

For my project, I'd like the software to detect the system language, no problem with that, but I'd also like to be able to change this language.
With this objective, I use the "Set Current Language" action, but the change isn't active. While playing, the Language I selected in the action disappear (see the attached picture).
Does someone know how to fix that?

Also, I'd like to know if it is possible that the text where is set localize component, add itself as term? Because otherwise I have to copy/paste each text to the term section which is quite redundant.

Best,
AxelG
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5 years 3 weeks ago #3995 by Frank
Replied by Frank on topic Set Language and Term listing
Hi,
I haven't seen the issue with the Set Current Language before.
I'm unable to check right now as I'm out of town visiting family for Thanksgiving, but as soon as I get back, I will check and let you know how to fix it.

Regarding the adding terms, there is a tool for that.
inter-illusion.com/assets/I2Localization...orMissingorUnus.html

That documentation is a bit outdated, but the current flow is very similar.
Basically, every label with a Localize component but no term will automatically detect that it needs a term named as the text of the label.
With that tool, you can select all those "missing" terms, and create them.

When they are created, they will be named as the label's text, and the English translation will be set to that text as well.

Hope that helps,
Frank

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5 years 2 weeks ago #4003 by AxelG
Replied by AxelG on topic Set Language and Term listing
Hi Franck,
Thanks for your answer. I understand, I'll wait.
Also for the tool you pointed me to, It doesn't seems it can do what I was talking about.
Maybe I'm misusing it.
For example I have to languages set it the Language Tab of I2 prefab object:
English and French.

What I'd like is that the text of "Text Script" goes directly in the The "English" field of the Terms (see screen attached).

I don't have that result with the Parse Terms Tool.
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5 years 2 weeks ago - 5 years 2 weeks ago #4004 by AxelG
Replied by AxelG on topic Set Language and Term listing
Hello,
Any news since? I don’t want to wait too long if I have to ask for a refund.
Last edit: 5 years 2 weeks ago by AxelG.

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5 years 2 weeks ago #4005 by Frank
Replied by Frank on topic Set Language and Term listing
Hi,
You don't need the text to be copied into the english field to work.
When a term translation to a language its empty, the plugin infers it from a similar language or from the term name.

That way, if you have a term like this:
Term "Play" : English="", Spanish="Jugar"

The translation to english will be "Play" even though its field is empty.

If otherwise you have a term like:
Term "Play" : English (US)="", English (CA)="Play!", Spanish="Jugar"

The translation to "English (US)" will fallback to the English (CA), so, it will be "Play!"

In your case, it means that the plugin is creating all the terms, with their name set to the correct text, and the english translation set to empty in order to reduce memory. But when your game tries to translate a label, it will get the correct translation.

If for some reason, you really want to place the english text in the english field. Then create all the terms, export to an spreadsheet (Google or local), then copy the first column into the second column, and then import back to unity.

Hope that helps,
Frank

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5 years 2 weeks ago #4006 by AxelG
Replied by AxelG on topic Set Language and Term listing
Oh okay, that quite handy then. Thanks.

And do you have any idea of the issue with the set language?

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