SwiftKeyLocalization Genie (SKLocGenie): Localize With Zero Coding at Any Stage View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
2022.3.5 or later
Package size
2.3 MB
Files
34
Favorites
3
Views in the past week
7

Price tracking

Last checked
Tracked since
Lowest recorded
$12.50 on

Keywords

SwiftKeyLocalization Genie (SKLocGenie): Localize With Zero Coding at Any Stage

by aoiti (opens in new tab)

No ratings yet

* Localize Mid-to-Late Development Stage Projects * No-coding Required with TextMeshPro components * Powerful Wizard guide * Automatically extracts keys by simply playing the game * and more...

Price $25.00

Buy on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for SwiftKeyLocalization Genie (SKLocGenie): Localize With Zero Coding at Any Stage, 6 months Current $25.00; lowest $25.00; highest $25.00 in this period. $0 $12.5 $25 Jun Jul Aug Sep Oct Nov

Asset preview

1 / 2

SwiftKeyLocalization Genie (SKLocGenie): Localize With Zero Coding at Any Stage video 1 (plays on the Asset Store)

About this asset

Scraped Smart String Localization (S3Localization)

  • Localize any Mid-to-Late Development Stage Projects

It doesn't matter if you decided to localize at late stage of your development. No preparation required with S3L. Just start the wizard and it will automatically convert texts to keys.

  • No-coding Necessary with TextMeshPro components

For TextMeshPro users, no coding is required. The wizard automatically add necessary components to TextMeshPro components. (Except if use of smart strings is required)

  • Powerful Wizard guide

Follow the Quick guide for complete localization process in minutes. Steps are simplified as;

Select Locales=>Play the Scene=>Send Keys for Translation=>Import Table=>Complete

  • Automatically extracts keys by simply playing the game

Developpers do not have to enter keys one by one. Simply Play the game with Scraping On and S3L will collect Key candidates. You can choose which ones to be included in translation table afterwards.

  • No need to share project with translators

Empty Translation tables are exported to Excel files. Simply send the file to your translators and import the completed table.

  • Runtime excel import

Imported translation libraries will start working as soon as it is imported, even if it is at Runtime.

  • Dont get overwhelmed with organizing keys and complex UI

No need to set keys manually. Keys are automatically set from already existing texts.

  • Simple UI

All settings maybe found in one UI window. Also a wizard is available to guide through localization process.

  • Powerful underlaying Smart Strings minimizes translation req.

Smart strings can convert Composite Formatting or String Interpolation to directly translate the format and the arguments seperately, minimizing the translation required.

  • Export/Import from Excel

xlsx file format is used instead of csv to utilize UTF-8 characters.

Other features;

  • Set up in minutes
  • Right-to-left locale support
  • Switch language at runtime with included dropdown prefab
  • Automatically switch fonts for different alphabets
  • In-GameView locale selection drop down allow quick locale switching.

From the publisher's Asset Store listing.

Technical details

This tool is designed for both beginners and experts to make localization process as effortless and straight forward as possible.

Structure:

Swift Key Localization requires a settings asset and at least one library asset. To create them you can follow the Localization Settings window or SKLoc wizard, both available at the Tools>>Localization menu.

1.Settings asset:

The settings file contains list of available locales and the active locale name. It also contains reference to a default library asset if exists. The default library is used for any smart string for which a library is not assigned.

ℹ️ Once created SKLoc settings file will be included to preloaded assets automatically for localization to work properly.

2.Library asset:

Library asset contains dictionaries for particular locales. However only one dictionary may be active at a time. Switching active locale at the settings asset will change the active dictionary in all libraries if those libraries contain a dictionary for the newly activated locale.

ℹ️ An active locale may be set only during Runtime. It can be set at Localization Setting window or In-Game locale dropdown menu.

Quick Method:

All localization can be performed without writing a single line of code. This method works if all text visualization is done through TextMeshPro or TextMeshProUGUI. All game objects that has one of these components are required SKLocCompanion to be attached as well. This can be done automatically using Tools>>Localization menu or using the SKLoc Wizard.

To localize using the Quick method, simply run SKLoc Wizard at Tools>>Localization menu and follow the instructions.

How SKLocCompanion-based Localization works is summarized below.

During Runtime, if the text field of TextMeshPro or TextMeshProUGUI is written, it is intercepted and translated using a preassigned library to current locale. The original text is stored in the SKLocCompanion component as the Key and the translation is written to text field of the TextMeshPro or TextMeshProUGUI.

Upon activation of another locale, the previously stored key is retranslated and written to the text field of the attached TextMeshPro or TextMeshProUGUI.

⚠️If the key doesn’t have a translation, then the key itself is used for the text.

In most cases the developer does not need to enter the keys manually. Scraping is the process of the SKLocGenie collecting all keys automatically during the gameplay. To activate, the SKLocCompanion components and their associated library must have scraping enabled. These can be enabled through the Localization Settings window or Wizard, that can be found at Tools>>Localization menu. During gameplay the keys are collected from the text property of TextMeshPro or TextMeshProUGUI as they were assigned. Scraping must be repeated for each scene.

Scraped keys are not directly added to the translation table. They developers must select which texts will be converted to keys at the aforementioned windows.

Once keys are defined, the empty translation table can be exported to an xlsx file per library and be shared with translators. Once translations are complete, the table maybe imported back to the library. The library will start working as soon as it is imported, even if it is at Runtime. ⚠️Translated excel file should not contain any formatting.

Expert Method:

Localization can also be performed by directly replacing strings in the code. This method does not need TextMeshPro components and can be used with any alternative. Once the settings and library files are set and locales are defined, any string that will be visualized or logged maybe replaced with smartStrings using one of the methods below. This will also work for composite formatting or string interpolation.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2022.3.5f1 Compatible Compatible Compatible Compatible

Use of TextMeshPro is advised for easiest localization process.

As listed on the Asset Store.