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Your guide to using NodeCanvas in Unity

Dialogue Tree Localization

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.

Dialogue Tree Localization Editor

  • On the left side of the editor, the Default text (and audio assigned) is always shown. That is the language that is used at design time in the graph editor.
  • On the right side of the editor, the currently selected language for editing is shown. You can change the current language you want to edit with the dropdown. If the currently selected language does not have any localization data, or some data is missing (like for example if you have added more dialogue later on), then hiting the “Append” button will fill out the missing data.
  • If you don’t localize the audio, then the default (left side) audio will be used if any, therefore possible to only localize the text.
  • If you don’t localize the text (left empty), then the default (left side) text will be used, therefore possible to only localize the audio.

External Localization

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).

Dialogue localization spreadsheet

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:

  • Changes made to the Default language column will not be imported (this is by design).
  • If a language cell is empty, it will be ignored and therefore keep any localization that may already exist in Unity.
  • Importing the tsv only modifies the text of localizations and do not affect any audio clips that may have already been assigned in Unity.

Runtime Language

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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Last updated on February 20, 2026
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