Quick Start Guide
Note
This guide requires Unity 2020.3 and above.
This page explains how to set up a simple project with localized assets and strings. This covers the following steps:
- Create the Localization Settings.
- Create locales.
- Choose a default locale.
- Localize assets.
- Localize strings
- Preview and configure your build.
Create the Localization Settings
The Project's Localization Settings is an Asset. To create this Asset, go to Edit > Project Settings > Localization and click Create
Create locales
A locale represents a language and an optional region; they can also contain additional information, such as currency, calendar, and user-added custom data.
To open the Locale Generator window, navigate to the Localization Settings (menu: Edit > Project Settings > Localization) and select Locale Generator.
- Select the checkbox next to the Locales you want to add.
- Select Generate Locales.
- Select where you want to save the Assets to. Unity creates an asset file for each locale you select.
Choose a default Locale
Use the Locale Selectors to determine which Locale your application uses by default if it is not English(en). To do this,
- Select the Specific Locale Selector field.
- Select the Locale Id field’s object picker.
- Double-click the locale to set as default.
Your application uses this locale on startup, and when no other locale is selected. You should also set the project locale to the default locale. To do this:
- Select the Project Locale Identifier field’s object picker.
- Double-click the locale to set as the project locale.
Typically this is the locale that the project is being developed in and is used by the Localized Property Variants system.
Asset Localization
There are many reasons you might need to localize an Asset. For example, you might want to play a different piece of voiceover audio or music, or change a texture that contains written text (such as a signpost). The localization system uses Asset Tables to support this.
This example demonstrates changing an asset's texture to the flag of that locale's country.
Create The Asset Table Collection
First, you need to create an Asset Table. To do this, open the Localization Tables Window (menu: Window > Asset Management > Localization Tables).
- In the Asset Tables window, select the New Table Collection tab.
- Select which locales you want to generate tables for.
- In the Type dropdown, select Asset Table Collection.
- In the Name field, give the collection a name.
- Select Create and choose a directory to generate the assets.
Localize a sprite
The Localization system allows you to work directly with scene components and will record any changes made directly to a component for the currently active Locale. To do this you will need to first set up the project. Open the Localization Scene Controls window (menu: Window > Asset Management > Localization Scene Controls). Set the Asset Table field to the table collection that was just created. Any asset changes made now are recorded into the selected Asset Table.
- In the Asset Table field select your table collection.
- Any asset changes you make now are recorded into the selected Asset Table.
Unity can access a localized Asset in multiple ways. This example uses the Localized Property Variants system, so you do not need to write any scripts.
- Add a UI Image component to the Scene (menu: GameObject > UI > Image.). Note: To add an image, your project must have the Unity UI package installed.
- In the Active Locale field, select English.
Enable the Track Changes toggle.
For each locale, change the Source Image to use the flag for that locale.
Run the Scene and use the Game View Locale selection dropdown to change the Locale. If everything is configured correctly, the country flag changes to the assigned sprite in the asset table.
If the Game View menu does not appear, enable it in the Preferences window (menu: Edit > Preferences > Localization)
You can use the Locale Game View Menu to quickly change the language in the Editor. You can enable and disable this in Edit > Preferences > Localization.
When you edit the sprite, the image is automatically connected to a localization table entry. The Game Object Localizer component that is attached to the same GameObject as the image displays the localization table entry. In the Game Object Localizer component, you can edit the table entry and even connect to a different table entry.
When you open the Asset Table Collection, the new entry and its associated assets are displayed. You can make changes in the table as well as directly to the Image component and GameObject Localizer.
Localize audio
Not all Unity component types let you directly change the component. In these cases, use component localizers. For further information see Localized Property Variants. This example shows how to use component localizers to apply different audio files for different locales.
- Add an Audio Source GameObject (menu: GameObject > Audio > Audio Source).
Right-click the Audio Source component and choose Localize.
In the Localize Audio Clip Event component, expand the Localized Asset Reference field.
- In the Table Collection dropdown, select your asset table.
- Click Add Table Entry and change the Entry Name to
National Anthem
. Drag and drop the audio clips into the corresponding Locale fields.
Localize strings
Strings are one of the most common areas to localize. Strings can either be static, in that the contents never change, or dynamic such as text that changes based on the current game status. The localization system uses String Tables to support both static and dynamic strings.
To localize strings, follow these steps:
- Create the String Table Collection.
- Localize the static text.
- Localize the dynamic text.
- Use the string table entries.
Create the String Table Collection
First, you need to create a string table. To do this, open the Localization Tables Window (menu: Window > Asset Management > Localization Tables).
- In the Asset Tables window, select the New Table Collection tab.
- Select which Locales you want to generate tables for, choose the String Table Collection from the Type dropdown and give the collection a name.
Click the Create button and choose a directory to generate the assets.
Localize static text
The Localization system allows you to work directly with scene components and records any changes you make directly to a component for the currently active Locale. To do this you will need to first set up the project. Open the Localization Scene Controls window (menu: Window > Asset Management > Localization Scene Controls). Set the String Table field to the table collection that was just created. Any string changes made now are recorded into the selected String Table.
Unity can access localized strings in multiple ways. This example uses the Localized Property Variants system, so you do not need to write any scripts.
- Add a TextMeshPro - Text component to the scene (menu: GameObject > UI > Text - TextMeshPro). Note: To use TextMeshPro, your project must have the TextMeshPro package installed.
- In the Active Locale field, select English.
Enable the Track Changes toggle.
Change the Text to “Hello”.
- For each Locale, change the Text to the appropriate translation for that Locale. You may also need to change the Font and adjust the Rect Transform properties for each Locale. These changes will be specific to the Active Locale only.
Locale | Translation |
---|---|
English | Hello |
French | Bonjour |
Japanese | こんにちは |
Spanish | Hola |
Localize dynamic text
Unity can generate dynamic text using smart string. This example shows how to use multiple data sources to generate a string.
- Open the String Table (menu: Window > Asset Management > Localization Tables).
- Select Add New Entry button and give the new Entry a name.
- Enable the Smart option to mark the entry as a smart string. This example uses the smart string reflection, global variables and plural features to print out a variable from the following script:
using UnityEngine;
public class Apples : MonoBehaviour
{
public int appleCount = 1;
}
Enter the following values:
Locale | Translation |
---|---|
English | {global.player-name} has {apple-component.appleCount:plural:an apple|{} apples} |
French | {global.player-name} a {apple-component.appleCount:plural:une pomme|{} pommes} |
Spanish | {global.player-name} tiene {apple-component.appleCount:plural:una manzana|{} manzanas} |
Japanese | {global.player-name}は{apple-component.appleCount}個のリンゴを持っています |
English, French and Spanish languages all use two plural forms in our example and Japanese does not use any plurals so we only need to insert the value.
Use String Table entries
To add a UI Text element to the Scene, go to GameObject > UI > Text.
- Right-click the Text component and select the Localize option. Unity adds a Localize String Event component and automatically configures it for the GameObject it is attached to. If the Text component contains a string value that is also in a String Table, then Unity automatically assigns this during the setup. If it does not, you can assign a value using the String Reference field dropdown. Assign the entry you previously created to the String Reference.
- Add the Apples component to the same GameObject as the Text.
- Press the Add (+) button in the Local Variables field, select Object Reference and drag the Apples Component into the Object Reference slot. Name the variable apple-component.
Note: if the Apples component is on a different GameObject then ensure that the component is dragged into the slot and not the GameObject reference. One way to do this is to open two inspectors and lock one of them to the Text; you can then drag the Component across from one inspector and into the other.
The Text and the 2nd Argument appleCount is now configured however we also need to configure the 1st argument {global.player-name}.
- Create a Global Variables Group Asset (Menu: Assets/Create/Localization/Global Variables Group)
Select Add (+) in the Variables list and create a new String variable. Name it
player-name
.Open the Localization Settings (menu: Edit > Project Settings > Localization).
- Navigate to the Smart Format Sources list (String Database/Smart Format/) and select Add (+) to create a new Global Variables Source. Drag and drop the Global Variables Source to the second position in the Sources List, under the List Formatter item.
Select Add (+) in the Global Variables Source to create a new item. Keep the default name “global”, this is the value used in the first part of the Smart String {global.player-name} and drag the Global Variables Source asset into the slot. The Global Variables source is now configured.
Duplicate the Text GameObject and change the Apple count to a different value. Press Play and notice that the text is using the correct plural form for each.
Preview and configure your build
To use the localized assets in the player, you must build the Addressables player content. To do this, in the Addressables window (menu: Window/Asset Management/Addressable Assets/Groups), select Build/New Build/Default Build Script. You can also use the Addressables window to control how to repackage and host assets, such as local storage or via a remote web server.