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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.

  • 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.

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 May 5, 2025
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