Asset bundle / scene bundle separate localization
- edgarsantos
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6 years 10 months ago #2737
by edgarsantos
Asset bundle / scene bundle separate localization was created by edgarsantos
Hello.
We have an app that loads a main scene and based on some information over the network can load other different scenes (mini-apps) using scene bundles.
Using i2L we have 1 file with all the other scenes terms but that defeats the purpose of our app having different mini-apps being loaded at run-time with its own content.
Is it possible to use separate files for each scene bundle and loading according to the one that is loaded?
Thank you.
We have an app that loads a main scene and based on some information over the network can load other different scenes (mini-apps) using scene bundles.
Using i2L we have 1 file with all the other scenes terms but that defeats the purpose of our app having different mini-apps being loaded at run-time with its own content.
Is it possible to use separate files for each scene bundle and loading according to the one that is loaded?
Thank you.
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6 years 10 months ago #2738
by Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic Asset bundle / scene bundle separate localization
Yes, You can use scene LanguageSources. Similar to the way the Example scenes are treated (each of them have a LanguageSource gameobject with only the terms used in those scenes).
How it works is that in I2 Localization there are two types of Language Sources (global and local).
Global language sources are meant to be accessed in ALL scenes even without instantiating them. By default the only global one is the I2Languages.prefab, but you are free to add more prefab names into the array in LocalizationManager.cs
Local language are GameObjects in your scenes that have a LanguageSource component. The terms defined there, are usable while the scene is loaded.
The example scenes use Local LanguageSources so that the terms used as example don't affect your game terms.
In your case you can use a similar approach. Just create a GameObject in your scenes, add the component and define the terms there. Then distribute the scene using AssetBundles.
Hope that helps,
Frank
How it works is that in I2 Localization there are two types of Language Sources (global and local).
Global language sources are meant to be accessed in ALL scenes even without instantiating them. By default the only global one is the I2Languages.prefab, but you are free to add more prefab names into the array in LocalizationManager.cs
Local language are GameObjects in your scenes that have a LanguageSource component. The terms defined there, are usable while the scene is loaded.
The example scenes use Local LanguageSources so that the terms used as example don't affect your game terms.
In your case you can use a similar approach. Just create a GameObject in your scenes, add the component and define the terms there. Then distribute the scene using AssetBundles.
Hope that helps,
Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
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- edgarsantos
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6 years 10 months ago #2746
by edgarsantos
Replied by edgarsantos on topic Asset bundle / scene bundle separate localization
I managed to make it work as you said.
Thank you!
Thank you!
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