Localisation support


The Immerse SDK supports localisation to any language - many UI elements displayed to the user can be localised, including system dialogs, tooltips, etc.



Ensure that the fonts used support all languages required, otherwise some characters might not be rendered correctly.

How it works

The SDK provides the LocalisationService singleton which implements runtime code support for managing the current language, loading the localised text database and looking up localised text from text keys.

The localised text database is a simple, tab-delimited, key-value text file. It maps named text keys to localised text. The SDK ships with a few examples in Assets\Resources\ImmerseSDK\Localisation.
Each language has its own file; a naming convention is used to discover the files at runtime (ensure they are in a Resource folder).


Use the ISO-369-1 codes to reference a language.

There are 3 different ways that localisation can be used in the Immerse SDK:

  1. The LocaliseText component can be used on the same GameObject as Unity's UGUI Text component.
  2. A named text key can be specified, instead of freeform text, in supported components (such as Dialogs).
  3. The LocalisationService can be used to look up a named text key.

How to implement

A custom localisation file can be specified inside Project Settings. At runtime the language identifier will be added to this string and the text file will be loaded from the path provided within the Resources folder

Unity editor component


Text Name
The named text key to be used
Require Text NamePrints an error to the console if the text name property is invalid
Make UpperForces all the localised text into upper case

Updated 5 months ago

Related pages


Localisation support

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