This is an auto translation mod that hooks into the unity game engine and attempts to provide translations for the following text frameworks for Unity:
- UGUI
- NGUI
- TextMeshPro
- IMGUI
It does go to the internet, in order to provide the translation, so if you are not comfortable with that, dont use it.
The mod can be installed into the following Plugin Managers:
Installations instructions for both methods can be found below.
The default configuration file, looks as such (2.4.0+):
[Service]
Endpoint=GoogleTranslate ;Endpoint to use. Can be ["GoogleTranslate", "BaiduTranslate"]
EnableSSL=False ;Whether or not to use HTTPS endpoint over standard HTTP
[General]
Language=en ;The language to translate into
FromLanguage=ja ;The original language of the game
[Files]
Directory=Translation ;Directory to search for cached translation files
OutputFile=Translation\_AutoGeneratedTranslations.{lang}.txt ;File to insert generated translations into
[TextFrameworks]
EnableUGUI=True ;Enable or disable UGUI translation
EnableNGUI=True ;Enable or disable NGUI translation
EnableTextMeshPro=True ;Enable or disable TextMeshProp translation
EnableIMGUI=False ;Enable of disable IMGUI translation
AllowPluginHookOverride=True ;Allow other text translation plugins to override this plugin's hooks
[Behaviour]
Delay=0 ;Delay to wait before attempting to translate a text in seconds
MaxCharactersPerTranslation=150 ;Max characters per text to translate
IgnoreWhitespaceInDialogue=True ;Whether or not to ignore whitespace, such as newlines, in dialogue keys
MinDialogueChars=20 ;The length of the text for it to be considered a dialogue
ForceSplitTextAfterCharacters=0 ;Split text into multiple lines once the translated text exceeds this number of characters
CopyToClipboard=False ;Whether or not to copy hooked texts to clipboard
MaxClipboardCopyCharacters=450 ;Max number of characters to hook to clipboard at a time
[Baidu]
BaiduAppId= ;OPTIONAL, needed if BaiduTranslate is configured
BaiduAppSecret= ;OPTIONAL, needed if BaiduTranslate is configured
[Debug]
EnablePrintHierarchy=False ;Used for debugging
The following key inputs are mapped:
- ALT + T: Alternate between translated and untranslated versions of all texts provided by this plugin.
- ALT + D: Dump untranslated texts (if no endpoint is configured)
- ALT + R: Reload translation files. Useful if you change the text files on the fly.
The plugin can be installed in following ways:
REQUIRES: BepInEx plugin manager (follow its installation instructions first!).
- Download XUnity.AutoTranslator-BepIn-{VERSION}.zip from releases.
- Extract directly into the game directory, such that the plugin dlls are placed in BepInEx folder.
The file structure should likke like this:
{GameDirectory}/BepInEx/XUnity.AutoTranslator.Plugin.Core.dll
{GameDirectory}/BepInEx/XUnity.AutoTranslator.Plugin.Core.BepInEx.dll
{GameDirectory}/BepInEx/ExIni.dll
{GameDirectory}/BepInEx/Translation/AnyTranslationFile.txt (this files will be auto generated by plugin!)
REQUIRES: IPA plugin manager (follow its installation instructions first!).
- Download XUnity.AutoTranslator-IPA-{VERSION}.zip from releases.
- Extract directly into the game directory, such that the plugin dlls are placed in Plugins folder.
The file structure should likke like this
{GameDirectory}/Plugins/XUnity.AutoTranslator.Plugin.Core.dll
{GameDirectory}/Plugins/XUnity.AutoTranslator.Plugin.Core.IPA.dll
{GameDirectory}/Plugins/0Harmony.dll
{GameDirectory}/Plugins/ExIni.dll
{GameDirectory}/Plugins/Translation/AnyTranslationFile.txt (this files will be auto generated by plugin!)
I have implemented a system that allows other dedicated translation mods to integrate with XUnity AutoTranslator.
Basically, as a mod author, you are able to, if you cannot find a translation to a string, simply delegate it to this mod, and you can do it without taking any references to this plugin.
Here's how it works, and what is required:
- You must implement a Component (MonoBehaviour for instance) that this plugin is able to locate by simply traversing all objects during startup.
- On this component you must add an event for the text hooks you want to override from XUnity AutoTranslator. This is done on a per text framework basis. The signature of these events must be: Func<object, string, string>. The arguments are, in order:
- The component that represents the text in the UI. (The one that probably has a property called 'text').
- The untranslated text
- This is the return value and will be the translated text IF an immediate translation took place. Otherwise it will simply be null.
- The signature for each framework looks like:
- UGUI: public static event Func<object, string, string> OnUnableToTranslateUGUI
- TextMeshPro: public static event Func<object, string, string> OnUnableToTranslateTextMeshPro
- NGUI: public static event Func<object, string, string> OnUnableToTranslateNGUI
- Also, the events can be either instance based or static.