Re: Setting localization language via script made the dialogue manager to stop working
Posted: Sun Nov 19, 2023 10:28 am
Using a different Dialogue Manager in each scene that only survives in that scene would work better for me.
I did as advised and added this code to the Awake() of the dialogue scenes:
But this is not working and the default english is being picked up. I then did a
And its coming up as empty, thats why it may not be setting the language. But the following:
returns True, so the Key exists but the language string is not being saved to it.
I did as advised and added this code to the Awake() of the dialogue scenes:
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DialogueManager.SetLanguage(PlayerPrefs.GetString("Language"));
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Debug.LogWarning(PlayerPrefs.GetString("Language"));
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Debug.LogWarning(PlayerPrefs.HasKey("Language"));