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README.md

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# UnitySimpleLocalization
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Simple and fast package for working with localization of games and applications in Unity
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# Unity Simple Localization System
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![image](https://github.com/DevsDaddy/UnitySimpleLocalization/assets/147835900/ffcff008-27fa-4b3b-ad2d-00c1d8a07811)
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**Unity Simple Localization** is a set of free and open source **cross-platform tools** to localize your games or applications powered by Scriptable Objects with Easy-to-Use components and string editor.
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**Requirements:**
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- **Unity 2019+**;
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- **TextMeshPro** for UI Localized Text;
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*Future updates will be contain an editor for non-string assets;*
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## Get Started
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**Unity Simple Localization** has own **Setup Wizzard**, **Locale Creation** and **Editing** tools, Localized Text, Image and Audio Clips Components.
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**Installation process:**
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- Download and import <a href="https://github.com/DevsDaddy/UnitySimpleLocalization/releases">latest release from this page</a>;
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- Run **Setup Wizzard**;
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- Edit your Locales;
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- See <a href="#usage">usage examples below</a>;
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**Configuration Using Setup Wizzard:**<br/>
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![image](https://github.com/DevsDaddy/UnitySimpleLocalization/assets/147835900/a71256cc-2543-4c24-8c59-fb4a66aa15e2)
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<br/>Using **Setup Wizzard** (Simple Localization -> Setup Wizzard) you can setup your Simple Localization Configuration buy few clicks.
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You can select default language, initialization method, fallback string and add available languages.
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**Locales Editor:**<br/>
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![image](https://github.com/DevsDaddy/UnitySimpleLocalization/assets/147835900/ec54fb31-2a37-4aaf-8404-f19b2424db89)
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<br/>Using **Locale Table Editor** (Simple Localization -> Tables -> Edit Locale Table) you can setup your strings for localization.
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<br/><br/>**If you need localize Images or Audio Clips - use LocalizedImage component:**<br/>
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![image](https://github.com/DevsDaddy/UnitySimpleLocalization/assets/147835900/8f894f65-b346-4e09-b949-e8693c4f1efa)
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**Manual Setup:**
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You can disable initialization at startup and initialize your instance by code:
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```csharp
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Localization.Main.Initialize(LocaleDB configuration = null); // Setup Configuration
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```
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## Usage
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**You can simply subscribe to localization switch event and manage your code using current language:**
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```csharp
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// Event
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Localization.Main.OnLanguageSwitched?.AddListener(YOUR_CALLBACK_FOR_EVENT);
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// Get Current Language Data
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var langData = Localization.Main.GetCurrentLanguage();
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```
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## Coming Soon (TO-DO)
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**I plan to add the following functionality in the near future:**
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- Editor for localized Images, Audios and other assets;
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- New Table editor for locale tables;
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## Join Community
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- <a href="https://discord.gg/xuNTKRDebx">Discord Community</a>
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- <a href="https://boosty.to/devsdaddy">Buy me a Beer (Boosty)</a>

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