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Localization difference between editor and full build

Posted: Thu Aug 30, 2018 3:20 pm
by mgregoirelds
Hello,

I'm currently experiencing a weird issue with localization. I've started experimenting with adding Localize UI script to text label that we currently have in the UI. I added a few entries with "fr-CA" in the Text Table and when I do set the Language option in Localization Settings of Dialogue System Controller, it works perfectly.

However, I do have a strange behavior with the Unity editor. When I'm removing the language (putting empty string) in Localization Settings, I'm still getting my text displayed in French. However, upon doing a full build (instead of running the game through the editor) the text is displayed in English. Any idea on what is going on?

Re: Localization difference between editor and full build

Posted: Thu Aug 30, 2018 3:36 pm
by Tony Li
Hi Maxime,

Is Use System Language ticked?

The current language gets stored in PlayerPrefs. (In the key "Language" unless you've added a UI Localization Manager component to the Dialogue Manager and specified a different key.) Maybe this PlayerPrefs key is being read in the editor but not in the build.

BTW, you can clear the "Language" PlayerPrefs key in the Unity editor by selecting Tools > Pixel Crushers > Dialogue System > Tools > Clear Saved Localization Settings.

Re: Localization difference between editor and full build

Posted: Thu Aug 30, 2018 3:52 pm
by mgregoirelds
Hello Tony,

No it is not. I do remember that I did at some point tick this option but it is not when I'm getting the issue.

Re: Localization difference between editor and full build

Posted: Thu Aug 30, 2018 3:54 pm
by mgregoirelds
By the way, clearing the PlayerPrefs did work.

Re: Localization difference between editor and full build

Posted: Thu Aug 30, 2018 4:07 pm
by Tony Li
Great! Thank you for letting me know.

Re: Localization difference between editor and full build

Posted: Thu Aug 30, 2018 4:18 pm
by mgregoirelds
Still, it looks like something got stuck into PlayerPrefs. I will let you know if I repro the issue.