We can always change this later, but for now, we’ll support Arabic (ar), English (en), and French (fr). Let’s generate the locales our game will support. If you’re organizing your Unity project by asset type, you might want to create a Localization folder to keep your settings assets file, as well as future localization assets we’ll be creating. This will both create the settings asset and activate it in our project. We can do this by navigating to Edit ➞ Project Settings ➞ Localization and clicking the Create button. Once the package is installed we’ll need to create our project’s localization settings. In the ensuing text field, we’ll enter and click the Add button to install the package. On this window, let’s click the plus sign and select Add package from git URL. You’ll be utterly shocked to realize that this opens the Package Manager window. In Unity’s main menu, we’ll go to Window ➞ Package Manager. Ok, let’s install the localization package. In those cases where we need to interact with the addressable system directly, we’ll be sure to mention it. Covering addressables is a bit outside the scope of this guide, and the localization package is designed so we don’t need to understand addressables fully before we start localizing. The Unity localization package is built on Addressables, a system that allows us to load assets asynchronously, locally or from the network. Two Google Fonts are utilized in our project as well: Jost for Latin alphabets (English and French) and Cairo for Arabic. □ Resource » We’re using the Pixel Art GUI Elements provided by the talented Mounir Tohami. Peyman Narimani’s RTL Text Mesh Pro 3.3.1 (for right-to-left rendering of TMPro components).Localization 0.10.0-preview (official Unity i18n package).Here are the versions of Unity and packages we’re using in this article: The main branch has the completed project after localization. The start branch has the demo as it is here, before localizing. This is known as a binary selection structure.□ Resource » Grab the Unity project from our GitHub repo. if/else statements allow you to specify what action will occur when a condition evaluates to true and also what will occur if the condition evaluates to false. However, they don’t specify what the program should do if the condition evaluates to false. If the value x was exactly 10, nothing would happen because the value of x needs to be greater than 10 for the message to be displayed. If the value of x was 9, then nothing would happen. As an example, if the value of x was 11, then the message “Hello world” would be displayed. In the code above, the condition is to check whether x is greater than 10. Using UnityEngine using System.Collections public class scriptNameGoesHere : MonoBehaviour brackets. For example, to say the message “Hello World” only if the value of x is greater than 10, you would use the following code: This template script contains the basic components that every script needs to begin with when using C# scripts in Unity. A string value is written inside double quotes eg. The string data type stores letters, numbers and other characters in the form of words or sentences. A char value is written in single quotes eg. The char data type stores a single character such as a letter, number, space or special character (eg. The bool (short for Boolean) data type stores true or false values only eg. It is not the default number type in Unity though. The double data type stores floating point numbers but can hold larger size numbers than floats. The float data type is the default number type in Unity eg. The float data type stores floating point numbers (numbers with decimal places). The integer data type stores positive or negative whole numbers eg. The table below shows the data types available in the C# language. If you have any questions or any problems while using Unity, make sure you check out the Unity FAQ and Tips page. This page provides examples of C# syntax and some basic sample scripts to help you get started with scripting in Unity or if you forget the syntax to common operations or statements in the C # (C Sharp) programming language.
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