Unity Localisation
In addition to Yarn Spinner's own built-in localisation system, your game can also use the Unity Localization package.
Both the Unity Localization and Built-In Localisation approaches are very similar to one another, but there are some caveats and extra steps to make them play together.
The Built-In Localisation system is simpler, but has fewer features.
In this document, we'll refer to the 'Localization' package that Unity provides as 'Unity Localization', to reduce the chance of confusion.
Watch a video where Yarn Spinner developer Jon Manning walks you through using Yarn Spinner with Unity's Localisation package:
Getting Started
Before doing anything with Yarn Spinner, you will need to set up your Unity project to use the Unity Localization system. To install and set up Unity Localization, follow the instructions on the Unity Localization package's documentation.
Once you have followed these instructions, your project should now:
Have the Unity Localization package installed
Created and configured one or more Locales for your project
Created a string table collection.
When localising your game's dialogue using Yarn Spinner, we recommend creating a separate string table collection for your dialogue, set apart from other localised content like button labels. It can make it a little easier to manage.
With these done you should now have your project set up correctly, and have a string table collection for your locales with no entries inside. Yarn Spinner will fill this string table with content that it extracts from your Yarn Scripts.
Importing Default Strings
To fill a string table with content from a