Advanced: Rebinding

Self-regulating text tooltips.

The localization system developed for ATM allows calling text tooltips that support key rebinding or other values. For this, a self-adjusting text is required, which takes its value directly from a CSV table. It can be displayed on the scene and assigned manually, or embedded into a tooltip prefab and given a LocalizedTooltip component.

  1. In the table, create translation rows with placeholders. It’s important to use curly braces like {var}. For example:

In Ukrainian: Натисніть {key} щоб взаємодіяти

In English: Press {key} to interact

In Japanese, where {key} is repositioned for naturalness: {key}キーでインタラクト

  1. When calling the text from a script, insert the value into the placeholder via ReplacePlaceholders(). You can substitute anything for {key}, even a key entered by the player. The text will be returned with the word order already adjusted.

using AutomaticTutorialMaker;

[SerializeField] private InputStringsScriptableObject textStrings;

var keyToInteract = "E"; // the value that will fill the placeholder in the text

objectText.text = textStrings.ReplacePlaceholdersByKey("key_interaction_tip", keyToInteract); // it will return the text depending on the current language

// 🇺🇦→ Натисніть E щоб взаємодіяти
// 🇬🇧→ Press E to interact
// 🇯🇵→ Eキーでインタラクト

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