Author Topic: [Bug] UI Localization  (Read 5465 times)

KirbyRawr

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[Bug] UI Localization
« on: March 16, 2014, 11:24:08 AM »
Hi there, the script of localization give me this error:



I tried a lot of times, even modifying the script but i can't get it working.
Have a nice day.

Here is my file for Localization.csv :

ArenMook

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Re: [Bug] UI Localization
« Reply #1 on: March 16, 2014, 12:32:07 PM »
You are missing text entries there:
  1. KEY,Spanish,English,French,Portuguese,German,Korean,Japanese,Chinese
  2. Language,Spanish,English,French,Portuguese,German,Korean,Japanese,Chinese
  3. Play,Jugar,Play,,,,,,
Many of your translations are missing.

That said, line 76 of UILocalizeEditor for me is:
  1. GUILayout.Label(keys[i], GUILayout.Width(70f));
...and I see no way for it to be out of range, as the for loop above it is:
  1. for (int i = 0; i < keys.Length; ++i)

KirbyRawr

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Re: [Bug] UI Localization
« Reply #2 on: March 16, 2014, 01:18:04 PM »
Ah, so i can't leave it null if i don't have translations, i need to put something, right?
EDIT: Okay thanks ArenMook, i fixed it, but i will leave as suggestion that you can have empty strings.
« Last Edit: March 16, 2014, 01:23:08 PM by KirbyRawr »

Memige

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Re: [Bug] UI Localization
« Reply #3 on: March 16, 2014, 02:03:00 PM »
You are certainly welcome to make any suggestions you wish, but as one who has spent a lot of time working with localization projects, I would actually strongly recommend against using empty strings.  Using some default filler like [TRANSLATION PENDING] or some such will make it much less likely that you overlook it before shipping.  Personally I like to use the localization tag itself (such as [MENU_OK]), so that I have an easy reference to what should be there.  It's the same idea behind having magenta as a default texture: makes it nearly impossible to miss when running the game, making it much harder for it to slip between the cracks.

Just my two cents, your project can be done your way of course.

-Memige