Basically, you link your I2Languages.prefab to a Google Spreadsheet, build your game, and then any change you make to the spreadsheet, its automatically downloaded into your players devices.
This downloaded data is saved using PlayerPrefs and after it has been downloaded, the localization that was built into the game is discarded and this one is used every time the game starts.
If you just want to add new localized scenes or UI, and you are using AssetBundles to deliver your new content to your players. Then just add a LanguageSource to the first scene in your AssetBundle, and keep that scene loaded. The game will use the localization from I2Langauges.prefab and from your assetBundle.
If you want to allow users to make Mods. Then create a csv file with the localization your players can change. Then, at runtime, load the CSV file using:
var CSVstring = File.ReadAllText(Application.streamingAssetsPath + "/ModLocalization.csv");
I2.Loc.LocalizationManager.Sources.Import_CSV( CSVstring );
Hope that helps,
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The current version of of I2 I have does not have an Import_CSV that only takes one argument. The current one requires a Category. What should I supply for Category in a case like this when I want to load the entire file?
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Add new keys after build?
10 months 2 weeks ago #2419