Version 0.2
A translation system for Unity. Integrates Google Sheets or simple .csv
Supports multisheet setups: different sheets for different types of translation items. In .csv form it transforms into multiple tables.
Fetch Online: get dictionaries from Google Sheets
Dicts Folder: if not from online, it will search .csv files in this folder (in Assets and Data folder if published)
Use Packed: do not use exposed Data folder, but packed Resourse files
using FMLHT.Langs;
Label.text = L.Get("Button1_Name");A string that holds an ID of the translatable item and a name of the Dictionary (or main one by default).
Translates to current language on ToString()
//Create new lstring with item and dictionary IDs
var name = L.S("Message_Win", "Messages");
//It will be translated using the current language
Debug.Log(name.ToString() + "!");
// You just won!Array of lstrings and simple strings.
Automatically translates all items and combines them.
//Imaginary data
int count = 10;
string username = "Frodo";
var message = L.LL()
+ L.S("Message_Win", "Messages")
+ " " + count
+ L.S("Money_Name", "Names")
+ ", " + username + "!";
Debug.Log(message.ToString());
// You just won 10 rings, Frodo!
//For example, let's switch a lang
L.SetLang("fr");
Debug.Log(message.ToString());
// Tu viens de gagner 10 bagues, Frodo!-
Add LanguageManager prefab (also from the FMLHT menu)
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Create a Google Sheet with rows like in the image
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Get sheet id ang page id from the document address and fill in the component's fields
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Tranlate!
4.1. Add translatable component to any Text/TextMesh object
4.2. Or call it internally with L.Get()

