[HN Gopher] Localizing Unity games as an indie dev
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       Localizing Unity games as an indie dev
        
       Author : bmalicoat
       Score  : 31 points
       Date   : 2023-02-09 19:27 UTC (3 hours ago)
        
 (HTM) web link (www.bjmalicoat.com)
 (TXT) w3m dump (www.bjmalicoat.com)
        
       | Raymonf wrote:
       | > One for Japanese and Chinese
       | 
       | Please don't do this! Han Unification causes your Japanese text
       | look weird when displayed with a Simplified Chinese font,
       | likewise with a Traditional Chinese or Korean font.
       | 
       | https://heistak.github.io/your-code-displays-japanese-wrong/
        
         | bcrosby95 wrote:
         | Interesting! I never ran across this problem before despite
         | doing a lot of i18n, but it seems like its because we're
         | properly setting everything up with http headers.
         | 
         | Definitely useful knowledge for the game we're working on
         | though.
        
         | bmalicoat wrote:
         | Thanks for the tip! I've updated the article (and I'll soon
         | update my game!).
        
       | candiddevmike wrote:
       | Related, I made a tool to convert a YAML file with localizations
       | into type safe go/typescript code. Anyone interested in it?
        
       | matthew-wegner wrote:
       | Unity's own localization package is actually pretty good, and one
       | of the few Unity packages that actually seems to solve more
       | problems than it creates:
       | https://docs.unity3d.com/Packages/com.unity.localization@1.4...
        
         | DizzyDoo wrote:
         | Yes, in the past I've both rolled my own localisation system
         | and used Unity's localization package, and the official package
         | is really excellent. There's Google Sheets integration[0],
         | Pseudo language generation for testing[1], and the system for
         | templated strings/nested strings/strings that only slightly
         | differ based on gendered words, is really deep.
         | 
         | [0] -
         | https://docs.unity3d.com/Packages/com.unity.localization@1.0...
         | 
         | [1] -
         | https://docs.unity3d.com/Packages/com.unity.localization@1.0...
        
           | codetrotter wrote:
           | > Pseudo language generation for testing
           | 
           | Would be fun to have it translate to gibberish elvish using
           | ChatGPT.
           | 
           | I say gibberish elvish because apparently from a recent
           | thread on Reddit, ChatGPT does not do a very good job at
           | translating into elvish.
           | 
           | https://www.reddit.com/r/sindarin/comments/10gbq8z/i_asked_c.
           | ..
        
           | drewcoo wrote:
           | Double extra yes to pseudo-localized builds in front of
           | humans to catch unloc'd strings.
           | 
           | It's not a perfect solution, but it's an odd kind of elegant.
           | Elegant to code up and reliant on innate human pattern-
           | matching to find bugs! Sorta like altering CSS for testing's
           | sake on web pages so that some things just "pop."
           | 
           | I wish more people used those simple tricks. We waste an
           | amazing amount of time on "perfect" solutions when we code
           | automation and on manual testers walking the same paths, the
           | same ways, over and over in their scripted test cases.
        
         | bmalicoat wrote:
         | Love that they handle images too! Something I haven't needed
         | yet, but can see the need for. Your point about causing more
         | problems than it solves is why I had a knee-jerk avoidance to
         | the official loc package. Seems like I was wrong about that.
         | 
         | BTW Love the style of Aztez.
        
       | aschearer wrote:
       | Neat, thanks for releasing this tool! I've had luck with i2 loc
       | in other projects, but will take a look at this next time. Also,
       | to shamlessly co-opt this thread, you might be interested in a
       | tool I wrote a while back: https://github.com/aschearer/LocWarden
       | 
       | It's sort of like lint for loc files, catching common translation
       | errors I've come across as well as helping generate common loc
       | assets e.g. Steam store markup.
        
         | bmalicoat wrote:
         | Nice! I'll take a look at that. Loc is funny because there are
         | clearly tons of tools (both paid and free), but it's not that
         | hard of a problem so it's easy to have the "not invented here"
         | mentality and just do it yourself! I hoped by writing it up in
         | a very Unity-specific way, I'd save some people some time even
         | if they use another tool or write it themselves.
        
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       (page generated 2023-02-09 23:00 UTC)