Translate your game
Add languages, translate every text (with AI or a CSV) and let players choose.
Reach more players by translating your game. Rigonix keeps every text of your UI in a table, one column per language. Localization is part of the Max plan.
Turn it on
- Click the languages button in the toolbar (the 文A icon).
- Pick the language your texts are written in now, then click Turn on localization.
- Under Add language…, pick the languages you want, for example Spanish.
Translate
The table lists every text in your project: button labels, titles, list items, toasts and placeholders. Each row shows the element, the screen and the original text.
- Type the translation in the language's column.
- Search and Missing only help you find what's left. The language tab shows how many are still missing.
- AI: translate missing fills in the gaps automatically. Add a few words in About the game to help it pick the right tone. Read through the results, especially short words like "Play" that can mean different things.
- CSV and Import CSV: send the table to a translator and load their work back in.
Text with variables like Score {score} keeps its {score} part, so the value still appears in every language.
See it in another language
When localization is on, a language menu appears in the toolbar. Pick a language and the canvas shows your screens translated.
Tip: Long translations can break a layout. Preview each language, and turn on Auto-fit font size for texts that need to shrink.
While a language other than the default is picked, double-clicking a text on the canvas edits its translation, not the original.
Fonts per language
Some languages need letters your font doesn't have, like Japanese, Chinese or Arabic. Next to each language you can choose a different font, for example a Noto Sans font for Japanese. Turn on RTL for right-to-left languages such as Arabic and Hebrew.
Let players choose
- First run: use the device language starts the game in the player's language, if you have it.
- Remember the player's choice keeps their pick for next time.
- The Set Language action switches the language from a button. It's ideal for a language menu in your settings.
In Unity
Translations go to Unity with your project. Rigonix's own localization works out of the box. If your project uses Unity's Localization package, Rigonix fills its string tables too.