Author Topic: I2 Localization now supports NGUI!!!  (Read 44824 times)

Nicki

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Re: I2 Localization for NGUI
« Reply #15 on: May 18, 2014, 03:42:57 PM »
Ooh, this looks great. I was just about to look into alternatives to the custom way we've been doing it in earlier games. I'll be sure to take a look on this. :)

boofcpw

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Re: I2 Localization for NGUI
« Reply #16 on: May 18, 2014, 05:46:36 PM »
This is such an awesome tool. Nice work!

badescuga

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Re: I2 Localization for NGUI
« Reply #17 on: May 20, 2014, 05:24:23 AM »
got a question, i'm developing my app in 2 languages (english & romanian) and although i changed my phone's language to romanian, the app doesn't use the romanian localisation. My app is developed for Android and i'm testing on nexus 5. Unity3d v 4.3.1f. Am i missing something?

NOTE: if i re-order my languages in unity-> Language Source script, and set romanian in front of english, the language is changed on the device so it should be working fine. my problem is that it doesn't change automatically. This should be possible.. is it?

fpuig

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Re: I2 Localization for NGUI
« Reply #18 on: May 20, 2014, 01:02:55 PM »
There is a bug in the version available in the Asset Store were the language detected on the device doesn't match the format of the language. Because the language name now has the the Region as well.
That its fixed in the next version which is in beta at the moment and I should send it to the store tomorrow or the day after at most.
The new version (2.1.0) introduces lot of improvements to memory and workflow.

A quick fix for detecting the language is to change name of the language file into the exact string returned by Application.systemLanguage.

badescuga

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Re: I2 Localization for NGUI
« Reply #19 on: June 05, 2014, 04:51:08 AM »
That its fixed in the next version which is in beta at the moment and I should send it to the store tomorrow or the day after at most.
The new version (2.1.0) introduces lot of improvements to memory and workflow.


Was wondering what the delay was with the library, it still shows that the latest version in the asset store is 2.0.3f

fpuig

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Re: I2 Localization for NGUI
« Reply #20 on: June 05, 2014, 01:49:49 PM »
Hi, I released version (2.1.0 b1) last week.
As it introduces a few changes I wanted to double check with the community, that version was in beta for a few days and a couple days ago I sent it to the AssetStore. It should be available for download from there in a couple days as it normally takes some time to pass the review queue.

Nonetheless, if you want to grab that version right away, you can download it from the I2 Community.

Thanks,
  Frank

Zophiel

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Re: I2 Localization for NGUI
« Reply #21 on: June 11, 2014, 12:34:26 PM »
Hello,

Whats the process for changing fonts with NGUI? In the secondary tab, if i select font, it changes the type in the main tab as well : /

Can you also allow multi object editing? Would be incredibly helpful.

fpuig

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Re: I2 Localization for NGUI
« Reply #22 on: September 08, 2014, 06:26:56 PM »
Hey Guys!

I just released a new version of the plugin, it can be downloaded from the I2 Community and in a few days should be available in the Asset Store.

There are lot of improvements in the Right-To-Left languages support. And also a new example scene showing how to setup it and how it looks in the game.


Also, there are improvements regarding how the plugin recognizes the languages. Now it will fallback to any region if there device region is not localized (e.g. if device is "English (Canada)" it will try using that, but if that region is not found, it will fallback to any other English region)

SketchWork

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Re: I2 Localization for NGUI
« Reply #23 on: September 26, 2014, 09:19:04 AM »
Hi Frank,

Just curious.  What is the speed of the actual localisation in game?  For example, our game has masses of text that requires localisation.  Are there any performance issues at all with the look up and changing of language?

Many thanks,

Justin

fpuig

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Re: I2 Localization for NGUI
« Reply #24 on: September 26, 2014, 01:21:33 PM »
Hi,

The current version of the plugin performs quite well when changing languages or searching for translations. I also have lot of texts in my test scenes and I haven't noticed any lag.

However, there was an issue with the way the terms were displayed in the editor. After a few thousands, it could become impossible slow to scroll the terms list because terms were searched several times in different caches to find out if they were missing from the source, how many time were used, and a few other hints the editor gives you to easy the localization.

But I'm glad to say that this specific issue was fixed in the latest version (2.3) and will be available in the assetstore in the next days along with the Live Google Synchronization feature! General performance was improved quite a bit and browsing/parsing the terms in the editor is now smooth no matter how many terms you have.

However, a workaround to speed the browsing/make searching even faster on the current assetstore version, is to separate your terms in several Language Sources.
Normally, its recommended having all terms in the Global Language Source (I2Languages.prefab) but its also possible to split them and add a few sources to the scene. That way, the source's inspector will only deal with a subset of the terms which makes browsing them easier
(But again, the new version solves all this issues and its just a couple days away  ;) )

Thanks,
  Frank

sandolkakos

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Re: I2 Localization for NGUI
« Reply #25 on: September 26, 2014, 03:57:39 PM »
I'd like to say I am so glad to using I2 Localization. It become my life easier :)

SketchWork

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Re: I2 Localization for NGUI
« Reply #26 on: September 27, 2014, 09:40:25 AM »
Hi Frank,

Thanks very much for the very detailed response.  I'll pick this up when I'm back in the office on Monday.

Justin

pretender

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Re: I2 Localization for NGUI
« Reply #27 on: October 04, 2014, 03:57:46 AM »
Is it going to be on sale again soon, this is a bit expensive for me

fpuig

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Re: I2 Localization for NGUI
« Reply #28 on: October 04, 2014, 04:30:31 AM »
The Asset Store team is the one that decides which assets go on sale and unfortunately I haven't been notified about a new sale :(

I understand that some developers can't afford or even don't have access to purchase the plugin (I used to live in a very constrained country so I KNOW!) But I would like to help.


I'm about to release a big new feature (Google live synchronization) that will allow the games to keep updated with the google spreadsheets even after deployed to the devices. So, it makes easy to fix typos and add new languages without building the game again.

This is a huge update and I'm about to release the beta in a couple days. Email me to inter.illusion@gmail.com and maybe you could try the early beta and help find any issues.

JorgeM

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Re: I2 Localization for NGUI
« Reply #29 on: January 09, 2015, 06:18:45 AM »
One of the problem of NGUI Localization system is that everything relies on a single cvs file, so it's complicated for our team to work with diferent files (let's consider: a Core file plus a Game file). Do you (I2) allow several files for one language?
I mean, we would like to be able to use more than one file per language.
Thank you.