I'm working on translations for my game and I'm having an issue with some characters becoming missing. It seems to happen after I import the translation.
Here is an example line from the original translation text:
88|Speech|Looks like something's there but it's too dark to see... |Parece que há algo ali, mas está muito escuro para ver...
Here is the same line after I export the same translation from the Speech Editor:
88|Speech|Looks like something's there but it's too dark to see... |Parece que h� algo ali, mas est� muito escuro para ver...
You can see the accents are all missing. This happens for every instance throughout the translation where there are accents over letters. I can confirm that the font I am using does indeed include these symbols.
Example of font in Microsoft Word:
Example of how it appears in game:
I'm using AC v1.54b and Unity 5.4.1f1 (64-bit).
Is this a bug or is there perhaps a step I'm missing? I couldn't find anything in the manual or tutorials that points to a culprit. I also tried using Arial font with no luck.
Comments
This could be more of an issue with the way you import the CSV file to edit it. Once you've imported a correct translation, how does it look in raw-form, e.g. Notepad, once re-exported?
The Demo game uses such characters for it's French translation, which I've re-tested in the same version of Unity. It may be that this is an issue only on PC - I will test on that and let you know if I find an issue there.
Even if it's just to test, try using OpenOffice instead - it's free to download, and I've had no such issue with managing special characters with it.
AC lets you write translations for lines directly into the Speech Manager - so try manually entering in some of the special characters into it, then exporting, then re-importing it back into AC without opening it in anything else. What does it look like then?
I'm having the same problem as the original poster.
I make the translation on Excel, after that I export to CSV delimited by commas, change that file to a txt with explorer, replace ; for |, change the file to csv with explorer, and Import it with Adventure Creator.
Is strange that when a simple txt file says "á", Adventure creator reads � when we're talking about a common txt file, but as other people have had to done working translations along the years, I guess, maybe is a problem about format conversion. Any tips on this since the topic rise up?
(Pd: working with last adventure creator version)
The Demo game's French translation features accented characters, which were written in OpenOffice - so it's likely a format issue.
Try opening it in a raw text-editor that lets you set it's character format. However, I should also note that the upcoming v1.70 update will let you use the standard CSV format (i.e. true comma-separated values) in Unity 2019.2 or later.
I just had the exact same problem in Excel but figured out that it works if you (in Excel) Save As->CSV UTF8 (rather that exporting to CSV) 👍
I know this thread is getting a bit old, but I wanted to add here my small experiment in case others are searching for an answer too.
I did Chris' "Creating a 2D primer game" tutorial (really great to get the basics!) and I wanted to push the translation part a bit further by exporting the text to CSV and do a translation for French and Japanese.
After exporting the text, I opened it in Excel -> Save as -> set the encoding to UTF-8 with BOM so it keeps both French special characters (à, é, è, ü, etc) and Japanese characters (あ、ア、漢字).
Finally, I imported the text back in AC (Import text...) and both translation worked; in other words, no character problem.
However, the "Fallback language: Original" for French or Japanese was not working anymore. It would stay blank when playing the game in Unity and when playing the build. The untranslated fields were left blank in the CSV file.
Plus, when testing the game, it would start in French, not the Original language (English), and when playing the build it would start in Japanese.
Maybe it has to do with the encoding. I don't know. But I would do the translation at the very end of the game or chapter update and backing up the game to avoid any problem.
Welcome to the community, @KAYOKIIN. What are your AC and Unity versions?
Would you be able to PM me a .zip file containing the CSV file along with your Settings and Speech Managers, as well as details about which lines have this issue?
Do you have Use '_Editor' prefix for Editor save files? checked in the Settings Manager? This will cause Editor and builds to use different profiles, allowing for separate default languages.
If you delete the build's PlayerPrefs registry, things should reset back to the default language set in the Settings Manager's Default Options panel. Is this the case?
Hi Chris, thanks for the warm welcome.
I'm using Unity 2021.3.2f1 and AC 1.75.3
I will send it to you with a Google Drive link. Basically it's every fields that were not translated. I can still click on the buttons or dialogues in game and the action is correct, but there's just no characters.
Yes, it was checked. Maybe I misclicked once and checked it by mistake. I unchecked it now.
I deleted the PlayerPrefs of the project in the Registry editor and it reset the game to the Original language (English) and default values I set for speech/VFX/music volume when I play it in the Editor.
But when I build it, it sets different values for the speech/VFX/music volume. The Original language stays though. I will drop a short video to show you how I did it. Maybe I'm doing something wrong.
The link has the CSV file but not the Managers - I need these to get a clearer picture of the problem.
For Japanese, are you using a custom Font asset? Include that along with your Menu Manager as well, if so.
In the video you sent, you delete the PlayerPrefs inside the UnityEditor section of the Registry - this'll reset the Editor values, but not the build. These are stored separately - see the "Standalong player storage location" section of the link above.