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Method to use for different language support

edited September 2020 in Technical Q&A

I'm preparing such a mechanic for my game.

Video: https://streamable.com/mfroxa

To prepare this I took screenshots for each folder separately from my computer. Then I added the screenshots to the individual materials. I change the material with the change material command every time the player hits the folder.

Photo 1: https://imgur.com/hYmCcMq
2 : https://imgur.com/7s2xVgA
3: https://imgur.com/lmfHEbK
4: https://imgur.com/OiH0g42
5: https://imgur.com/yozWREq
6: https://imgur.com/ysZ0b2X

My game is 3d. I tried using Unity ui system but I think this method is easier.

My first question is, is there a better method you could suggest for making such a mechanic?

My second question is that I will release my game with different language supports. I guess I need to prepare separate sprites for each language. For example, an English desktop image for the English language, a french desktop image for the french language ...

If I will use 100 images in the game, I will have to prepare a total of 500 images for five different languages. This will be challenging. Do you have any other ideas to make my job easier?

Comments

  • If you're looking to recreate your own desktop appearance, then screenshots probably would be the way to go. There are so many words each with different sizes and positions that making each label a separate UI Text box would take forever.

    To change material based on language, you can make use of this custom Action: https://adventure-creator.fandom.com/wiki/Action_Check_Language

    Personally, I'd consider streamlining the interface. Instead of doing a 1:1 recreation of a real-life PC, I'd look into a more simple UI design that removes any unnecessary text and detail. Relying on Unity UI would then be a lot more feasible.

  • The images I took from my own computer were for testing purposes only. I will use simplified computer interface designs in my game. It makes more sense to me to do this with unity ui. But I'm not sure how to use unity ui and action lists together. The method I used was using the change material command to open a new folder. Which command should I use to do this with Unity UI?

  • It would depend how you approach it - you could either hook up each "screen" to a different UI / AC Menu, or a single one that shows/hides each screen with animation.

    A single UI could have each screen (with all the Buttons and Text components that go along with it) be in their own separate chain in the Hierarchy (but still parented to the same Canvas), and then attach an Animator to the root.

    You'd then create animations that control the display/interactivity of each screen, which are then controlled by the state of an Animator parameter. For example, setting "DisplayScreen" to "2" would cause the second screen to be visible/interactive.

    From an AC ActionList, you could then use an Object: Animate Action to control the value of "DisplayScreen".

  • I decided to make the level I want to do in 2d. This will make my job easier. I thought of a method like this. I will do the computer design with photoshop. I will prepare separate sprite for each screen. I will make the text on the screen with the UI / AC menus. I will assign a separate canvas and a separate camera for each sprite. I will switch between cameras with hotspots and menu clicks. The render mode of my canvases for screens will be world space. For the fixed menus (pause menu etc.) that will be in the game, I will make another canvas and change the render mode to screen space - overlay.

    Does this method work well? Would it be a problem to have that much canvas in a scene?

    Thank you for helping.

  • edited September 2020

    Would it be a problem to have that much canvas in a scene?

    That would be a question for Unity, though you could look into turning off the Menus that aren't currently visible.

    I'd suggest starting simple as a test and see how things go from there.

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