Hi I am posting here because I feel like I tried everything and read everything I could find.
I am using the dialogue system alongside L2 localization to localize dialogue lines, and everything is working fine in the editor. It is using the localized lines, and everything is fine. Although, when I am making a build of the game and get to the dialogue part of the game, the shown dialog is some kind of path, which seems to be the key name instead of the localized text.
Example: it writes Conversation/1/Entry/1/Dialogue Text instead of the localized text. The entry number is the right one, so the entry selection is going fine.
Does anyone know anything about this issue?
Thanks a lot
Editor VS Build Localisation not showing same text
Re: Editor VS Build Localisation not showing same text
Hi,
Are you using runtime localization? (That is, the Use i2 Language At Runtime checkbox is ticked.) If so, it could be a bug with i2 Localization. Try updating to the latest version.
What versions of Unity, i2 Localization, and the Dialogue System are you using?
See also this section of the i2 Localization integration page. It's possible your build isn't setting the correct language.
If that doesn't help, please feel free to send an example project to tony (at) pixelcrushers.com. I'll be happy to take a look.
Are you using runtime localization? (That is, the Use i2 Language At Runtime checkbox is ticked.) If so, it could be a bug with i2 Localization. Try updating to the latest version.
What versions of Unity, i2 Localization, and the Dialogue System are you using?
See also this section of the i2 Localization integration page. It's possible your build isn't setting the correct language.
If that doesn't help, please feel free to send an example project to tony (at) pixelcrushers.com. I'll be happy to take a look.
Re: Editor VS Build Localisation not showing same text
Fixed!
The problem was that I had Runtime localization AND start time localization checked on the Dialogue manager prefab(Dialogue system use l2 script) at the same time, resulting in the behavior I previously described.
Thank you for your answer, it pointed me in the right direction.
The problem was that I had Runtime localization AND start time localization checked on the Dialogue manager prefab(Dialogue system use l2 script) at the same time, resulting in the behavior I previously described.
Thank you for your answer, it pointed me in the right direction.
Re: Editor VS Build Localisation not showing same text
Glad I could help. I'll make that clearer in the documentation or make the checkboxes compatible in the next release.