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.

1. Implement ILocalisationServiceProvider Interface

You need to implement ILocalisationServiceProvider which has GetLocalisedString method. It takes two parameters key and default value.

key : Key contains the value used to identify the string (Refer here for keys used in the plugin)

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
    }
}

2. Set the ILocalisationServiceProvider

You need to set the above implemented localisation provider to ExternalServiceProvider.LocalisationServiceProvider once your first scene is loaded

ExternalServiceProvider.LocalisationServiceProvider = new MyLocalisationServiceProvider();

Key constants used in Rate My App feature

Key UsedAttribute Text Description

RateMyAppLocalisationKey.kTitle

Rate My App Title

RateMyAppLocalisationKey.kDescription

Rate My App Description

RateMyAppLocalisationKey.kOkButton

Rate My App Ok Button

RateMyAppLocalisationKey.kCancelButton

Rate My App Cancel Button

RateMyAppLocalisationKey.kRemindLaterButton

Rate My App Remind Later Button

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