That exporting looks great. How is the data accessed then in Unity?
Most of the data is accessed transparently. So for example:
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var entity = ArticyDatabase.GetObject<Character>("Ent_Manfred");
label.text = entity.DisplayName;
In this case DisplayName would return the correct localized text automatically depending on the current language.
But you also have the option to get the loca key via
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entity.LocaKey_DisplayName;
You can use that to manually translate a property utilizing the localization manager.
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label.text = ArticyDatabase.Localization.Localize(entity.LocaKey_DisplayName);
the LocalizationManager is also used to change the language at runtime.
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ArticyDatabase.Localization.Language = "de";
Are the spreadsheets loaded at run time? Or is everything kept in a class in the game? Also can articy easily handle things like menu text conveniently as well? I'd love to store all my game's text in a single location.
They are stored in assets, alongside the Database with your project data itself, so the excel file is only used as an intermediate format. And yes i built in the option to add a fully optional general purpose localization file, which you can populate with custom loca keys and text any way you wish.
Also do you have a rough idea of when version three will release? I'd like to sign up for the subscription on Steam, but don't want to learn the ways of version 2 only to have to relearn things in a few weeks for version 3?
Don't worry, version 3.0 is not fundamentally different from 2.0. And you can easily convert your 2.0 project to version 3.0. Using flex will automatically upgrade you to the new version without any additional cost.
About the release date: We haven't officially announced it yet, but you are in luck, i tell you anway

... If everything is going according to plan, we will release the 3.0 on February 16, alongside the unity plugin ofc.
Hope that answers your questions and let me know if you need anything else.
Regards
Nico