FAQ: Frequently Asked Questions

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9 years 5 months ago - 9 years 1 week ago #837 by Frank

What is the proper way to update this plugin without losing the data that's been entered in the I2Languages prefab?


Its advisable to always do a clean install, So, the safest way to upgrade, its to:

1- Export the I2Languages.prefab to a Google Spreadsheet or CSV file[/li]
2- Delete the I2/Localization folder and I2/common folder[/li]
3- Import the new version.[/li]

Some versions of the plugin require upgrading the WebService installed in Google Drive.
Doesn't happen often, but if it has changed, follow this steps:
(You can find if any new version requires a new WebService by checking the Release Notes. Also the plugin will notify you when trying to export/import from google)

- Delete the WebService from the Google Drive folder
- Open the Unity Editor, I2Languages.prefab and click "Install" in the Google Spreadsheet Tab. That will create a new copy of the latest webService in your Google Drive.
- Open the WebService and follow the steps listed in the main file


4- Open the I2Languages.prefab and Import back the Google Spreadsheet or CSV file[/li]

More Info: forum.unity3d.com/threads/i2-localizatio.../page-3#post-2171636

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Last edit: 9 years 1 week ago by Frank.

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9 years 2 months ago - 9 years 2 months ago #1070 by Frank

How to access the localization from the scripts?

There are several API functions available, this are the most used ones.

Get the translation of MyKey into the current language:
string text = I2.Loc.ScriptLocalization.Get("MyKEY");

Change the current Language:
I2.Loc.LocalizationManager.CurrentLanguage = "English";



How to use the Dynamic In-Game Translations to translate chat messages and other dynamic text?


Blocking: Query google for the translation and waits until google returns
var text = GoogleTranslation.ForceTranslate("Hello World", "auto", "es");

Async: (Preferred Method) Translate English to Spanish and call OnTranslationReady when finished, the game continues running while waiting for google
public void TestFunc()
{
    GoogleTranslation.Translate("Hello World", "en", "es", OnTranslationReady);
}

public void OnTranslationReady( string result )
{
}

Those two methods will call Google Translator and get the resulting translation.

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Are you :-( Please lets us know how to improve it!
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Last edit: 9 years 2 months ago by Frank.

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9 years 1 month ago - 9 years 1 month ago #1125 by Frank

How to localize a project using I2 Localization


1- add the languages you are supporting to I2Languages.prefab (normally, avoid instantiating that prefab into the scene)

2- create the terms that need to be translated

3- click translate to auto-translate the term or write the translation for each language

4- add a Localize component to each Text/Image or any other object that should be localized

5- select the term from the popup

Here there is a video showing this setup in action:

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Last edit: 9 years 1 month ago by Frank.

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8 years 8 months ago - 8 years 8 months ago #1350 by Frank

How to change Font size per language


Sometimes translated texts are bigger or smaller than what the initial text is, that can lead to wrong UI layouts.

The plugin doesn't provide a way to adjust the size directly as that could make more confusing the inspector (that is already crowdy) by introducing another setting per-language.

However, there are a couple ways to deal with this issue:

1- All supported font rendering systems (TextMeshPro, Unity UI, NGUI, etc) support rich text. which allows baking the font size in the translated text.
For those texts where you need to modify the size to make them fit better, add the <size=xx> tag to its translation (e.g. "<size=14>This is an scaled text</size>"
That allows controlling the font size per-translation and doesn't require adding more columns to the spreadsheets

2- Adjust the text boundaries and then set "Auto-Scale-Font" or "Best Fit" (depending on the UI system used). That will make the text always fit the rectangle where the text its enclosed, making it smaller if the text is too large or bigger if its too short.

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Last edit: 8 years 8 months ago by Frank.

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8 years 4 months ago #1651 by NadTheVlad
How does your versioning work?
is it:
a - alpha
b- beta
f- final
?

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8 years 4 months ago #1652 by Frank
Hi,
Yes, its alpha, beta, final.
The process I normally use is as follows:

- I start working in a new version (e.g. 2.6.7)
- every fix and new feature goes into "alpha" versions (e.g. 2.6.7a3)
- once I have several new features (marked as NEW) in the changelists, I switch into beta (e.g. 2.6.7 b1)
- betas are mostly about fixes that users request, and just add new features if they are not too risky.
- After 4 or 5 alpha, and 4 or 5 betas, the asset should be stable enough as several people have been using it for over a month
- At that point I switch to final version (2.6.7 f2) and prepare it to release to the AssetStore.
- I also do another round of testing, if while I test I discover new issues, then I release them as fixes to the final version (2.6.7f3)

That doesn't guarantee that i2 Localization is 100% bug-free, but anyone that downloads a version from the AssetStore is guaranteed that at least 100 people has tested that version for over a month and hadn't had big issues.
However, if users wants new features, there are always betas available every 2-3 weeks.

An example of this is happening right now.
The AssetStore version is 2.6.6. The beta folder has several alphas and betas of 2.6.7.
Today I'm preparing to send to the AssetStore version 2.6.7 f4.

However, I also have in the beta folder 2.6.8 a3 with new features that have been requested.

Hope that helps,
Frank

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