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Localization

The localization module allows you to translate your game's text into multiple languages and switch between them at runtime.

How It Works

Localization works by replacing all in-game text strings with their translated equivalents. The engine does this automatically when you switch locales — every dialogue, choice, and drawn text event will display the translated version.

The workflow is:

  1. Write your game's text normally using dialogue and text events.
  2. Open the Localization asset view to see all the text in your project collected in one place.
  3. Create a new localization file and translate each string in a text editor.
  4. Use the Set Text Localization event in your game to switch to the translated text.

Switching Languages

Use the Set Text Localization event to change the active localization at any point during gameplay. A common pattern is to offer a language selection screen at the start of the game using Show Choices, then calling Set Text Localization with the selected language.

Once set, all subsequent text events will display the localized version until the localization is changed again or the game is restarted.

Tips

  • If you are using the Advanced text mode, make sure your font includes all the characters needed for each language. Check the Unique Characters list in the localization asset view.
  • Variable replacements ($XX$) and line breaks (\n) work the same way in all languages.
  • You can create as many localization files as you need — one per supported language.

See Also

  • Localization Asset Type — Detailed guide on creating and editing localization files
  • Dialogue & Text — The dialogue system that localization applies to
  • Fonts — Font assets, including support for non-Latin characters