Localizing Selector Elements

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Keiji
Posts: 17
Joined: Tue Feb 18, 2020 2:29 pm

Localizing Selector Elements

Post by Keiji »

Hi Tony! We are at the moment localizing our game to german from english. Everything has worked great so far.

However, we have had some problems localizing the selector elements that pop up before interacting (for example 'Shopkeeper' 'Click To Purchase apples'). Is there a preferred way to localize the Usable components 'Override Name' and 'Override Use Message' fields for a character? I added the LocalizeUI script to both the corresponding selector elements, and added the Names and use messages to the text table. However, the selector only shows empty strings when I put the options into German. The objects that don't use an Override Name can be localized this way, however. Hope everything's going well for you!


Many regards, Keiji
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Tony Li
Posts: 22093
Joined: Thu Jul 18, 2013 1:27 pm

Re: Localizing Selector Elements

Post by Tony Li »

Hi,

If you've set the Usable's Override Name to 'Shopkeeper', then the Selector will look for a translation in the Text Table assigned to the Dialogue Manager's Display Settings > Localization Settings > Text Table field, in the text table field named 'Shopkeeper'. Same for Override Use Message. There's no need for a Localize UI component on the Selector UI.
mel
Posts: 5
Joined: Thu May 30, 2024 11:43 am

Re: Localizing Selector Elements

Post by mel »

HI Tony,

Can you confirm whether the right way to go about making a text table for this purpose? It says deprecated in-engine.
Screenshot 2024-06-03 at 10.26.01 AM.png
Screenshot 2024-06-03 at 10.26.01 AM.png (106.82 KiB) Viewed 408 times
Also, is there a way to change the default message without putting an override in every Usable* component?

Thank you.
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Tony Li
Posts: 22093
Joined: Thu Jul 18, 2013 1:27 pm

Re: Localizing Selector Elements

Post by Tony Li »

Hi,

Please use:
textTable.png
textTable.png (210.43 KiB) Viewed 401 times
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