Dialogue Trees in NodeCanvas support localization to different languages. To localize a dialogue tree, hit the “flag” icon on the graph editor toolbar of a Dialogue Tree and the Localization Editor will open up.

Localization can also be made externally by exporting the dialogue texts to .tsv file format (Tab Separated Values), editing that in a spreadsheet software, and finally importing the .tsv back to NodeCanvas with the related buttons in the localization editor window. TSV is an alternative to CSV and can be edited in pretty much any spreadsheet software (excel, google docs, etc).

When exporting, a column for all languages will be created, as well as a column for the dialogue statement UIDs and the Default language. You can however delete any language columns you don’ t need. Needless to say, but do not modify/delete the UIDs and don’t delete the first row.
When importing, there are some things to keep in mind:
To select which language you want to use in runtime, that is done with the language dropdown in the “@DialogueUGUI” inspector. This can of course also be set in runtime to let the player select the language.
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