Perhaps one of the most underappreciated and underdocumented aspect of game development is localization. This refers to the broad range of technical, economic, and logistical measures a developer takes to support multiple natural languages in their game, such as English, French, German, Spanish, Esperanto, and so on. The technical aim is not so much to support this or that specific language, but rather to establish an infrastructure that could support any arbitrary language chosen at any time, now or later. The entire scope and role of localization in development is beyond the scope of this book, but here we'll examine one way in which the Unity Editor can be customized to facilitate a quick and easy localization workflow. For example, consider the following sample XML file, in which game text for the buttons in a main menu system is defined in both English and a "spoof language" called Yoda:
<?xml version="1.0"?> <text> <language id="english"> ...