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Localized UI

Goal

Localize content and UI.

Procedure

  1. Keep content ids fixed; author readable DisplayName/Description fallbacks.
  2. Assign TextKey for entries requiring localized text.
  3. Fill a LocalizedTextAsset or implement ITextProvider.
  4. Assign bootstrap.Text, then choose the desired user language through options.
  5. Test missing keys and a second language without altering any save id.

Verify

Translated labels change while inventory/save identity stays the same.

Entry point and reference fields

Entry point: Use the corresponding Content inspector and Tools/Survivor Roguelite Maker/ tools.

Field / API Purpose
TextKey Translation lookup
Text Bootstrap provider
Language Options choice

Figure

Localized Text asset with English and Spanish text entries.

Localized Text asset with English and Spanish text entries.

Check your result

Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.

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