Localisation
Have your own localised text for the strings used within the plugin
There is a provision to configure the plugin to provide your own text based on the language selected by your user
There are two easy steps to have the plugin localised.
🎉
You need to implement ILocalisationServiceProvider which has GetLocalisedString method. It takes two parameters key and default value.
default : This is usually the string in english language we use internally if no localisation exists.
namespace YourOwnNameSpace
{
public class MyLocalisationServiceProvider : ILocalisationServiceProvider
{
#region ILocalisationServiceProvider implementation
public string GetLocalisedString(string key, string defaultValue)
{
string localisedValue = defaultValue;//Replace defaultValue with your own mecanism to find localised text which has the "key"
return localisedValue;
}
#endregion
}
}
You need to set the above implemented localisation provider to ExternalServiceProvider.LocalisationServiceProvider once your first scene is loaded
ExternalServiceProvider.LocalisationServiceProvider = new MyLocalisationServiceProvider();
Feature Name | Class Name |
---|---|
Rate My App | RateMyAppLocalisationKey |
Last modified 1yr ago