This example demonstrates how to handle localization in games, Unicode text layout, RTL rendering, and runtime font switching for localization.
Click the buttons (EN, AR, PT, JA) to switch between 4 languages.
Arabic demonstrates right-to-left layout, while English/Portuguese/Japanese show left-to-right layout.
The example is intentionally modularized and the flow in the program is linear:
This illustrates a practical localization flow in Defold:
font.add_font() / font.remove_font().font.prewarm_text().To recreate such an example:
Add to your project an App Manifest file with the option Use full font layout system enabled. The rest of the settings doesn’t matter for this example, so are left as default.

Use this App Manifest file in the game.project file in the Native Extension section in the App Manifest setting.

Then, also in the game.project file in the Font section enable the Runtime Generation setting.

In the end, add the localization of the used JSON files in the Project section in the Custom Resources setting.

Project setup used by this example:
game.project with runtime font generation enabled and custom app manifest main.appmanifest.main.collection with:
go with:
ar_proxy - collection proxy component referring to lang_ar.collection file.ja_proxy - collection proxy component referring to lang_ja.collection file.main.gui - GUI component with main.gui_script.The 2 mentioned collections (lang_ar.collection / lang_ja.collection) contain:
go game object with:
label - component with Font property set to noto_ar.font/noto_ja.fontIn the assets folder there are two subfolders:
fonts - containing .ttf font files and .font Defold resources referencing those font files respectivelyimg - containing images and atlas used for GUI nodes.texts - containing .json files with text examples and information about language used.
The separate Collections for components with fonts and Collection Proxies to load and unload them are added to show good practices on handling fonts - usually, you only need the one font that user selected in the settings, so rest of the fonts should be unloaded from memory.
Therefore, we have in the example only one font that is defined in the GUI component, that is latin. The rest (Arabic noto_ar and Japanese noto_ja) are loaded using respective Collection Proxy components ar_proxy and ja_proxy.
Those collections contain the game object with component in order to assign there a Font resource - noto_ar and noto_ja.
A Collection Proxy in Defold is a special component that allows you to load and unload entire collections (groups of game objects, components and resources) dynamically at runtime. In this example, proxies are used to manage fonts, so that only the font needed by the user is kept in memory at any time.
ar_proxy for Arabic, ja_proxy for Japanese, etc.).async_load message to the appropriate proxy, and Defold begins loading the target collection (lang_ar.collection, lang_ja.collection, etc.) asynchronously.proxy_loaded message, and can now activate the font for GUI text.unload message to the relevant proxy.proxy_unloaded message and may proceed to load or activate the next font as needed.lang_ar.collection, lang_ja.collection) constructed?This structure is a Defold best practice: the font is only referenced as long as the proxy is loaded. When the proxy is unloaded, Defold can fully release the font and its memory, keeping the application efficient. This is important for games with large multilingual font files; only the currently active font consumes RAM, even when switching languages at runtime.
The localized text strings are loaded from disk (text_en.json, text_ar.json, text_pt.json, text_ja.json) using sys.load_resource().
The logic is split into two small helpers to keep the GUI script concise and focused on flow:
localization_helper.lua: Handles the language switch flow (load/unload proxies, attach runtime fonts, prewarm glyphs, finalize switch). It owns the small state machine around proxies and fonts and exposes a simple API to the GUI script.ui_helper.lua: Handles GUI node lookup, button states and visuals, LTR/RTL layout changes, and input handling details. It keeps GUI operations in one place so the core localization logic stays easy to follow.This example intentionally trades robustness for clarity:
on_message does not verify which proxy sent proxy_loaded / proxy_unloaded.sys.load_resource() and json.decode(). For larger or frequent loads, caching should be demonstrated in a separate example.languages table is assumed to be correct and complete (including json, layout, proxy, and ttf_hash where required). The JSON is assumed to contain the expected fields (title, text).These choices keep the example readable and focused on the key idea.
main.gui_script
-- Helper module for UI operations
-- Separated in order not to clutter the example.
local ui = require "example.ui_helper"
-- Helper module for localization operations
local loc = require "example.localization_helper"
function init(self)
-- Per-language content path, layout (LTR/RTL),
-- and an optional proxy with font resource to load,
-- and a True Type Font (TTF) file pre-hashed path.
self.languages = {
en = {
json = "/assets/texts/text_en.json",
layout = ui.layout.ltr,
proxy = false,
},
ar = {
json = "/assets/texts/text_ar.json",
layout = ui.layout.rtl,
proxy = "#ar_proxy",
ttf_hash = hash("/assets/fonts/NotoSansArabic-Medium.ttf"),
},
pt = {
json = "/assets/texts/text_pt.json",
layout = ui.layout.ltr,
proxy = false,
},
ja = {
json = "/assets/texts/text_ja.json",
layout = ui.layout.ltr,
proxy = "#ja_proxy",
ttf_hash = hash("/assets/fonts/NotoSansJP-Regular.ttf"),
},
}
-- We delegate UI handling to a separate helper module
-- in order not to clutter the example.
ui.initialize_ui(self)
-- Store the font resource of the default font
-- that is initally used for the text gui node.
self.default_font_resource = ui.get_font_resource(self.text_node)
-- Set the GUI initial current language.
self.current_lang = "en"
-- Set the initial requested language to the same one.
self.requested_lang = "en"
-- Get the text for the requested language from the JSON file.
self.requested_text = loc.get_content_from_json(self)
-- Clear texts and update after fonts are prewarmed.
ui.clear_text_nodes(self)
loc.finish_language_change(self, ui.update_ui_content_callback)
end
-- Pre-hashed message IDs.
local msg_proxy_loaded = hash("proxy_loaded")
local msg_proxy_unloaded = hash("proxy_unloaded")
function on_message(self, message_id, message, sender)
-- React to proxy lifecycle messages and continue pending language switch.
if message_id == msg_proxy_unloaded then
-- Remove runtime font once its owning proxy is unloaded.
font.remove_font(self.default_font_resource, self.languages[self.current_lang].ttf_hash)
-- If old font resource was unloaded, load the new one (or finish with default).
if self.languages[self.requested_lang].proxy then
msg.post(self.languages[self.requested_lang].proxy, "async_load")
else
loc.finish_language_change(self, ui.update_ui_content_callback)
end
elseif message_id == msg_proxy_loaded then
loc.finish_language_change(self, ui.update_ui_content_callback)
end
end
-- Pre-hashed action ID.
local action_touch = hash("touch")
function on_input(self, action_id, action)
-- Pointer move arrives with nil action_id in Defold.
if action_id == nil and action.x and action.y then
ui.on_pointer_moved(self, action.x, action.y)
end
-- If the action is not a touch:
if action_id ~= action_touch then
-- Skip the rest of the input handling.
return
end
-- If the action is a touch and pressed:
if action.pressed then
-- Get the selected language on pressed.
local selected_language = ui.get_selected_language_on_pressed(self, action.x, action.y)
-- Set the requested language and text.
self.requested_lang = selected_language or self.requested_lang
-- If the requested language is different from the current language:
if self.requested_lang ~= self.current_lang then
-- Clear current texts while the new font is prepared.
ui.clear_text_nodes(self)
-- Get the text for the requested language from the JSON file.
self.requested_text = loc.get_content_from_json(self)
end
-- Process the language change.
loc.process_language_change(self, ui.update_ui_content_callback)
end
-- If the action is a touch and released:
if action.released then
-- Handle the touch released event.
ui.on_touch_released(self, action.x, action.y)
end
endlocalization_helper.lua
local M = {}
-- Attach the font resource to the default font resource
-- and prewarm the glyphs for smooth rendering.
function M.set_runtime_font_and_prewarm(self, on_font_ready_callback)
-- If the requested language has a proxy, attach the runtime font:
if self.languages[self.requested_lang].proxy then
-- Add the runtime font to the default font resource.
font.add_font(self.default_font_resource, self.languages[self.requested_lang].ttf_hash)
end
-- Prewarm the glyphs for smooth rendering for the given requested text.
local text = self.requested_text.text
font.prewarm_text(self.default_font_resource, text, on_font_ready_callback)
end
-- Finalize language switch once the required font can render requested text.
function M.finish_language_change(self, on_font_ready_callback)
-- Prepare a callback function that will be called when fonts are ready.
local on_language_changed = function()
-- New language has been set, change the current language variable.
self.current_lang = self.requested_lang
on_font_ready_callback(self)
end
-- Set the runtime font and prewarm the glyphs for smooth rendering.
M.set_runtime_font_and_prewarm(self, on_language_changed)
end
-- Process the language change.
function M.process_language_change(self, callback_on_font_ready)
-- If the requested language is the same as the current language:
if self.requested_lang == self.current_lang then
-- No change needed, skip the rest of the language change process.
return
end
-- Otherwise:
-- Release the input focus during the language change,
-- so the user cannot interact in the meantime.
-- You can still allow it, if needed in your game,
-- but in that case keep track of the status of (un)loading.
msg.post(".", "release_input_focus")
local requested_language_proxy = self.languages[self.requested_lang].proxy
local current_language_proxy = self.languages[self.current_lang].proxy
-- If the requested language font is the same as the current:
if requested_language_proxy == current_language_proxy then
-- Finish the language change with prewarm.
M.finish_language_change(self, callback_on_font_ready)
-- And skip the rest of the language change process.
return
end
-- Otherwise:
-- If the current language is with a loaded proxy:
if current_language_proxy then
-- Unload this collection with the font resource first.
msg.post(current_language_proxy, "unload")
-- And skip the rest of the language change process.
return
end
-- Load the new font.
msg.post(requested_language_proxy, "async_load")
end
-- JSON file handling ------------------------------------------
-- Get the text for the requested language from the JSON file.
function M.get_content_from_json(self)
-- Load the JSON file for the requested language.
local language = self.languages[self.requested_lang]
local json_file = sys.load_resource(language.json)
assert(json_file, "Failed to load JSON file for language: " .. self.requested_lang)
-- Return the decoded JSON file as a table.
return json.decode(json_file) or {}
end
return Mui_helper.lua
local M = {}
-- Font resource ------------------------------------------------
-- Get the font resource of the default font.
-- @param node_id The ID of the node to get the font resource of.
-- @return The font resource of the default font.
function M.get_font_resource(node_id)
-- Get the font resource of the default font.
return gui.get_font_resource(gui.get_font(node_id))
end
-- Buttons visuals ----------------------------------------------
-- Visual states used by language selection buttons.
M.button_state = {
released = 1,
hovered = 2,
pressed = 3,
}
-- Predefined button colors for the given button state.
local button_color = {
[M.button_state.released] = vmath.vector4(1, 1, 1, 0.7),
[M.button_state.hovered] = vmath.vector4(1, 1, 1, 0.9),
[M.button_state.pressed] = vmath.vector4(1, 1, 1, 1.0),
}
-- UI Initialization --------------------------------------------
-- Initialize UI with the given languages.
-- @param self The self table from the GUI script.
function M.initialize_ui(self)
-- Resolve GUI text nodes for information display once during init.
self.text_node = gui.get_node("text")
self.language_name_node = gui.get_node("language_name")
-- Create a table of all buttons with their language name, node, and state.
self.buttons = {}
for language_name, _ in pairs(self.languages) do
-- Set initial button state to released.
local state = M.button_state.released
-- Get the button node.
local node = gui.get_node("btn_" .. language_name)
-- Add the button to the buttons table.
self.buttons[language_name] = {
language_name = language_name,
node = node,
state = state
}
-- Update initial button color according to the state.
gui.set_color(node, button_color[state])
end
msg.post(".", "acquire_input_focus")
end
-- Layout definitions ------------------------------------------
-- Supported text flow directions used by language layout.
M.layout = {
ltr = "LTR",
rtl = "RTL",
}
-- Predefined text node positions for the given layout.
local text_position = {
[M.layout.ltr] = vmath.vector3(-380, 0, 0),
[M.layout.rtl] = vmath.vector3(380, 0, 0),
}
-- Predefined text node pivots for the given layout.
local text_pivot = {
[M.layout.ltr] = gui.PIVOT_W,
[M.layout.rtl] = gui.PIVOT_E,
}
-- Update UI content --------------------------------------------
-- Update the UI content with the requested language.
-- @param self The self table from the GUI script.
function M.update_ui_content_callback(self)
-- Update the language text.
gui.set_text(self.text_node, self.requested_text.text or "")
-- Update the language name and layout information.
local layout = self.languages[self.requested_lang].layout
local header_text = string.format("%s (%s)", self.requested_text.title, layout)
gui.set_text(self.language_name_node, header_text)
-- Update the text layout.
gui.set_pivot(self.text_node, text_pivot[layout])
gui.set_position(self.text_node, text_position[layout])
-- Update the input focus.
msg.post(".", "acquire_input_focus")
end
-- Clear text nodes while a language change is in progress.
-- @param self The self table from the GUI script.
function M.clear_text_nodes(self)
gui.set_text(self.text_node, "")
gui.set_text(self.language_name_node, "")
end
-- Input handling -----------------------------------------------
-- Handle pointer move event.
-- @param self The self table from the GUI script.
-- @param x The x position of the pointer.
-- @param y The y position of the pointer.
function M.on_pointer_moved(self, x, y)
-- Update the state of all buttons according to the pointer position.
for _, button in pairs(self.buttons) do
-- Check if the pointer is over the button.
if gui.pick_node(button.node, x, y) then
-- If so, set the button state to hovered.
button.state = M.button_state.hovered
else
-- Otherwise, set the button state to released.
button.state = M.button_state.released
end
-- Update the button color according to the new state.
gui.set_color(button.node, button_color[button.state])
end
end
-- Get the button pressed and return the language name.
-- @param self The self table from the GUI script.
-- @param x The x position of the pointer.
-- @param y The y position of the pointer.
function M.get_selected_language_on_pressed(self, x, y)
local selected_language = nil
-- Find the button pressed.
for _, button in pairs(self.buttons) do
-- Check if the pointer is over the button.
if gui.pick_node(button.node, x, y) then
-- If so, set the button state to pressed.
button.state = M.button_state.pressed
selected_language = button.language_name
end
-- Update the button color according to the new state.
gui.set_color(button.node, button_color[button.state])
end
-- Return the language name of the button pressed, nil if not found
return selected_language
end
-- Handle touch released event.
-- @param self The self table from the GUI script.
-- @param x The x position of the pointer.
-- @param y The y position of the pointer.
function M.on_touch_released(self, x, y)
-- Find the button released.
for _, button in pairs(self.buttons) do
-- Check if the pointer is over the button.
if gui.pick_node(button.node, x, y) then
-- If so, set the button state to released.
button.state = M.button_state.released
end
-- Update the button color according to the new state.
gui.set_color(button.node, button_color[button.state])
end
end
return M