Localizable components
To add VIROO Localizable components to a Unity scene, first of all, a SceneConfiguration
component must be present in the Unity scene as explained in Setting available languages in a scene.
VIROO Studio provides a series of components that are aware of changes for the current language of the application, but you may write your own code to react to localization change events as described in Changing current language at runtime using custom code.
The localized components provided by VIROO Studio share a common structure that consists on an entry for each one of the languages defined in the SceneConfiguration
. If the language is enabled the entry will be enabled as well, and if it is disabled the interaction with that language's settings will be disabled.
If any of the language configurations has missing values, a Warning message will be displayed in the component. If the current language changes and the configuration for that language has missing values, the previous value for that specific component will be kept and no changes will be made.
SceneLocalizableAudioClip
This component will try to set the provided AudioClip
for the language to the AudioSource
component added to the same GameObject
. The AudioSource
will be added automatically when this component is added.
SceneLocalizableGameObject
This component will try to activate the provided GameObject
for the language while deactivating the others.
SceneLocalizableTeleportPoint
This component will try to activate a TeleportPoint
with the provided id for the language while deactivating the others. Since the teleport point defines the label that will be used in the teleport menu to identify that language, this component is useful to show just the TeleportPoints
in a language in said menu.
SceneLocalizableText
This component will try to set the provided text for the language to the TMP_Text
component added to the same GameObject
.