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View Code? Open in Web Editor NEWAsset localization system for Unity.
Home Page: https://hibrahimpenekli.gitbook.io/gametoolkit-localization/
License: MIT License
Asset localization system for Unity.
Home Page: https://hibrahimpenekli.gitbook.io/gametoolkit-localization/
License: MIT License
What's the best way to save language setted by player while using this asset?
Hi
In my game object, I have array of Audio Clips, that I then play in the code depending on the game state.
Simply, I sometimes play infoSfxArray[0], sometimes infoSfxArray[1], etc... I tried many ways to localize such an array, but without a success. Do you have any idea how to implement this?
Thanks
Any chance to implement localized app names for Android and iOS?
Thanks :)
It shows this error
Assets/Scripts/DataManager.cs(1,7): error CS0246: The type or namespace name 'Newtonsoft' could not be found (are you missing a using directive or an assembly reference?)
Hi, I was wondering if you could add a clone button / feature to to the Localisation explorer so that its easy to clone a particular localised asset type with its predefined system language. This would make it breezy in adding more than one localisation asset when you have a bunch of them to fill out.
Is it possible this functionality is not implemented or I am just doing something wrong?
In my case I have a LocalizedVideoClip which I would love to be able to use to set a public VideoClip property of a MonoBehaviour class but it seems to only be able to find the VideoClip property of a VideoPlayer component. All properties of my own classes, even though they have a compatible type, are completely ignored. Is this how it's supposed to work?
At the moment I'm using a workaround based on this method:
VideoClip videoClip;
GameToolkit.Localization.LocalizedVideoClip lvc =
Resources.Load<GameToolkit.Localization.LocalizedVideoClip>(_localizedResourcePath);
lvc.TryGetLocaleValue(Localization.Instance.CurrentLanguage, out videoClip);
which works but it would be great to also have the option to point to any public variables (of matching type) from LocalizedAsset's editor. Not sure if this is feasible.
Thanks for this Localization asset and for looking into this.
I'm trying to find a nice workaround on this but it would be useful to have it as a feature. Unless I'm doing something wrong, if I instantiate a prefab with any LocalizedAsset component (example LocalizedAudioClip), the component is not localized.
Hi - I exported the CSV then added some extra keys then reuploaded. But it doesn't seem to create any new assets from the CSV.
Any idea why I got this error every time after I try to quickly translate missing locale in Localization Explorer?
How about if we could add more languages to the asset? and update the readme with the current languages? : )
In the documentation it says,
Localization settings is created automatically when package is imported. Also you can manually create via
Project Window -> GameToolkit -> Localization -> Localization Settings
I imported the 1.3 version from the asset store, but I can't seem to find such asset in my Assets directory. There's no such option in the Window -> GameToolkit
menu bar either. This is tested in Unity 2018.4.11f1
Generate localized text assets by importing spreadsheet/csv files automatically.
So try closing the Unity project. Then delete the Library folder and open the project again. Observe multiple LocalizationSettings assets created, in my case it's always original LocalizationSettings + 17 more.
Also there are some errors like:
[Worker0] CreateSerializedAsset is not supported while importing out-of-process
[Worker0] UnityException: Creating asset at path Assets/Resources/LocalizationSettings 18.asset failed.
This happens in Unity v2021.3.21
The problem is in line 66 of the LocalizationSettings.cs because Resources.Load returns null while importing assets. So then it goes to the CreateSettingsAndSave which saves new assets after delay multiple times...
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