ARwayKit SDK
❱ HOMEPAGE⚎ DEVELOPER PORTAL
  • Introduction
  • Change Log
  • FAQ
  • ARWAY SDK
    • Getting Started
    • Building from the Source Code
    • Integrating the Unity Package
    • Managing App Localizations
      • Enabling Right-to-Left (RTL) Text
    • Sample Scenes
      • Dashboard
      • AR Map Session
    • Branding the Sample App
      • Replacing ARway Logos in the Sample App
    • Third Party
    • SDK Upgrade Guide
      • 3.1.0 -> 3.1.4
      • 3.0.1 -> 3.1.0
      • 3.0.0 -> 3.0.1
      • 2.5.1 -> 3.0.0
      • 2.3.1 -> 2.5.1
      • 2.3 -> 2.3.1
    • Enhancing the Sample App
      • Instant Location Pin Navigation
      • Customizing the Default Navigation Arrow
      • Initializing AR Using an IAP
  • Maps Studio
    • Overview
    • Maps Studio
      • Creating a Map
      • Editing Map Details
      • Uploading Content
      • QR Codes
      • Image Access Points (IAPs)
      • Floorplans
      • Using the Editor
      • Occlusion
      • Analytics
  • ARwayKit SDK Integrations
    • Flutter
      • Quickstart in Flutter
    • React Native
      • Quickstart in React Native
    • Android Kotlin
      • Quickstart in Android Kotlin
    • Android Java
      • Quickstart in Android Java
    • iOS Swift
      • Quickstart in iOS Swift
  • Deep Linking
    • What is Deep Linking?
    • Creator Portal Changes
    • Modifying the SDK
    • Configuring Server Files
  • DEVELOPER FEEDBACK
    • Support
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On this page
  • Choosing a Default Locale
  • Importing and Exporting
  • Importing and Exporting CSV files
  • Google Sheets
  • XLIFF
  • Building the Localization Assets
  1. ARWAY SDK

Managing App Localizations

Manage the displayed text in your app for multiple languages

PreviousIntegrating the Unity PackageNextEnabling Right-to-Left (RTL) Text

Last updated 1 year ago

The ARwayKit Sample App utilizes the to configure the localization settings.

You will need to modify the localization strings to remove any mention of ARway if you want to customize your own app with unique branding.

Choosing a Default Locale

Follow this by Unity to select which locale your application will use by default.

Importing and Exporting

The Unity localization package offers three ways to modify and export: CSV, Google Sheets, and XLIFF.

Importing and Exporting CSV files

You can use the CSV (Comma Separated Values) format to import and export . This makes it easier to work with translators who use CSV for translation; you can export String Table Collections from Unity to CSV files, send them to the translator for modification, and then re-import the modified files back into Unity.

Exporting the CSV

  1. Navigate to "Window -> Asset Management -> Localization Tables"

  2. In Localization Tables window, click on the "Edit Table Collection" tab to open the table collection with the name "StringTable_Localization"

  3. Click the three vertical dots at the top right of the window and select "Export -> CSV…".

  4. Then select a location to store the CSV and then save.

After you have exported the CSV, you can make changes to the different string stored in each cell.

Importing the CSV

  1. Navigate to "Window -> Asset Management -> Localization Tables"

  2. In Localization Tables window, click on the "Edit Table Collection" tab to open the table collection with the name "StringTable_Localization"

  3. Click the three vertical dots at the top right of the window and select "Import -> CSV…".

  4. Select CSV file to be imported.

    • Note: When importing, make sure that the structure / headers of the CSV file that was exported remains the same.

  5. Once imported, check the data in the Table Collection to ensure that the imported data is correct.

Google Sheets

XLIFF

XML Localisation Interchange File Format (XLIFF) is a standardized way to store localization data. It is supported by many different Computer Aided Translation (CAT) tools, which allows for a smoother translation pipeline when working with translators.

You can export String Table Collections from Unity to one or more XLIFF files, modify them with external CAT tools, and finally re-import them back into Unity with the updated translations.

Building the Localization Assets

To use the localized assets in the player, you must build the Addressables player content.

After updating source codes, take these conditions into account to determine if building Addressable is necessary:

  • If this is the initial build after checking out the source code.

  • If Addressable hasn't been built successfully in previous attempts.

  • If there have been modifications to String Tables.

To do this, in the Addressables window:

  1. Navigate to "Window -> Asset Management -> Addressable -> Groups".

  2. In the Addressables Groups window, click on "Build -> New Build -> Default Build Script".

When making any changes that affect localization strings, you will need to update the Addressables Groups.

The Unity Localization package allows you to synchronize data with the content of a String Table Collection. By default, this feature can synchronize a String Table’s keys, values, and comment metadata. You can also add support for additional data through scripts.

More information can be found on the page.

More information can be found on the page.

Google Sheets
Localization Unity package
Localization Unity package
Unity Localization package
guide
String Table Collections
Navigating to Localization Tables
StringTable_Localization Table Collection
CSV export menu
Navigating to Localization Tables
StringTable_Localization Table Collection
CSV import menu