Content & Writing
You author what the game says: dialogue, narrative, item text, UI strings. Almost all of it happens in the
Bubbly Asset Editor, not in Unity.
Read these, in this order
| Why | ||
|---|---|---|
| 1 | Bubbly Asset Editor | The tool you will work in. |
| 2 | Core Concepts | Bundles, assets, asset ids, properties. Short, and everything else assumes it. |
| 3 | Add Translations | Locale keys and fallbacks. |
| 4 | Import & Export | Getting text out to translators as .csv and merging it back. |
| 5 | Run Tests | The built-in checker. Run it before you hand anything over. |
| 6 | Naming Conventions > Data Assets | Ids of .bgasset files follow the studio pattern like everything else. |
Your tools
- Bubbly Asset Editor, installed and updated through the Bubbly Games Launcher. It
changes often; keep it current. - Gitea & Git LFS. Your
.bgassetfiles are project files like any other
What actually goes wrong
Asset id not matching the file name. The id is how an asset is referenced everywhere
(between assets, between bundles, and in the game itself), so it has to match the file name. The folder it
sits in does not matter at all; it is purely for your own organisation.
Assuming folders mean something. They don't. Only ids do.
Bundle load order. To replace an asset, your bundle has to load after the one holding the
original, and your asset has to carry the same id. Getting either half wrong looks like nothing
happening.
Sending text to translators by hand. Export to .csv, send that, merge the result back. It goes
to several translators at once and comes back mergeable. → Import & Export
Skipping the tests. Run Tests catches the common problems in seconds, and they are the kind
of problem that is very annoying to find later, in a build, in a language you don't read.