Namespace UnityEngine.Localization.Pseudo
Classes
Accenter
Replaces characters with accented versions, to make it obvious if parts of the output are hard-coded in the program and can't be localized.
CharacterSubstitutor
Replaces characters in the input string.
Encapsulator
Encapsulates a string between 2 other strings. The default will add brackets around each input, to show where messages have been concatenated together and to indicate if text has been clipped in the UI. Concatenating text is a particular issue as some languages may need to reorder phrases or the translation may change depending on what is around it.
Expander
Expands the size of the input string to show where there may not be enough space for languages that result in longer strings, and either wrap awkwardly or truncate.
Message
A message is a piece of text that can be broken down into multiple sub fragments. A fragment can be writable or read only. A read only fragment indicates that the sub string should be preserved and not modified by ant pseudo methods.
MessageFragment
A message fragment represents part of a Message. A Message can be broken into multiple WritableMessageFragment and ReadOnlyMessageFragment fragments.
Mirror
Reverses all strings, to simulate right-to-left locales.
PreserveTags
Provides a pseudo-localization method to preserve certain parts of a string and prevent them from being modified, such as Rich Text tags. The method works by identifying text that is contained between an opening and closing tag and marking it as a ReadOnlyMessageFragment.
PseudoLocale
The PseudoLocale can be added to a project to enable Pseudo-localization. Pseudo-localization is a method for testing internationalization aspects of your game. Pseudo-localization can help highlight issues that may occur when translating into different languages. For example, it can help to highlight areas where there may not be enough space for translated text or where the text is hard coded or built in a way that will be difficult to localize(word order).
Typically pseudo-localization can be used to highlight the following issues:
- Text length that is significantly longer than the source language, and does not fit within the UI constraints, or which causes text breaks at awkward positions. On average, expect an English string to increase in length by 30% when translating to another language. See Expander, Encapsulator
- Vertical height issues caused by Font glyphs that are significantly larger than, or possess diacritic marks not found in, the source language, and which may be cut off vertically. See Accenter
- Right-to-left issues from languages for which the reading order is not left-to-right, which is especially problematic for user input.
- Missing Font characters. Some fonts may have a limited character set that will not accommodate non ASCII character sets. See CharacterSubstitutor, Accenter
- Word order issues. Text that is concatenated from multiple strings will often assume the words will always follow the same order, however when localized the order may change. Pseudo-localization can highlight where text has been constructed in this manner. See Encapsulator
ReadOnlyMessageFragment
Represents a message fragment that should be preserved and mot modified.
TypicalCharacterSets
Provides access to typical character sets for various SystemLanguages.
WritableMessageFragment
Represents a message fragment that can be modified.
Structs
Expander.ExpansionRule
A rule used to determine how much the string length should be increased by.
Interfaces
IPseudoLocalizationMethod
Provides a Pseudo-Localization transformation method as used by PseudoLocale.
Enums
CharacterSubstitutor.ListSelectionMethod
The method to use when selecting a character from ReplacementList.
CharacterSubstitutor.SubstitutionMethod
The substitution method to use when applying Pseudo-Localization.
Expander.InsertLocation
Where to insert the padding characters.