Localization not working on android app name
- AnonymousT
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4 years 3 months ago - 4 years 3 months ago #4161
by AnonymousT
Localization not working on android app name was created by AnonymousT
Hello, Localization Team
Thank you very much for a great localization plugin. This helps me a lot always.
As I mentioned in the title “Localization not working on android app name” so I will report this.
The issue is casued by SceneManager.GetActiveScene().buildIndex.
The buildIndex gives different values between Play mode and Build.
for example:
[X] = Enabled Scene
[ ] = Disabled Scene
Scene in Build
[ ] TestScene (buildIndex is Play Mode = unable to access, Build = 0)
[X] TitleScene (buildIndex is Play Mode = 0, Build = 1)
[X] GameScene (buildIndex is Play Mode = 1, Build = 2)
I have modified the code slightly base on the cases above.
Hope this would help. Thank you.
Environment:
Unity 2018.4.25f1 OSX 10.15.6
Revisions:
PostProcessBuild_ANDROID.cs
14:PostProcessBuild_Android.OnPostProcessScene()
Thank you very much for a great localization plugin. This helps me a lot always.
As I mentioned in the title “Localization not working on android app name” so I will report this.
The issue is casued by SceneManager.GetActiveScene().buildIndex.
The buildIndex gives different values between Play mode and Build.
for example:
[X] = Enabled Scene
[ ] = Disabled Scene
Scene in Build
[ ] TestScene (buildIndex is Play Mode = unable to access, Build = 0)
[X] TitleScene (buildIndex is Play Mode = 0, Build = 1)
[X] GameScene (buildIndex is Play Mode = 1, Build = 2)
I have modified the code slightly base on the cases above.
Hope this would help. Thank you.
Environment:
Unity 2018.4.25f1 OSX 10.15.6
Revisions:
PostProcessBuild_ANDROID.cs
14:PostProcessBuild_Android.OnPostProcessScene()
public static void OnPostProcessScene()
{
if (EditorApplication.isPlayingOrWillChangePlaymode ||
EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
{
return;
}
#if UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
bool isFirstScene = (EditorBuildSettings.scenes.Length>0 && EditorBuildSettings.scenes[0].path == EditorApplication.currentScene);
#else
bool isFirstScene = EditorBuildSettings.scenes.Length <= 1;
if (!isFirstScene)
{
foreach (var scene in EditorBuildSettings.scenes)
{
if (scene.enabled)
{
isFirstScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex == UnityEngine.SceneManagement.SceneUtility.GetBuildIndexByScenePath(scene.path);
break;
}
}
}
#endif
if (isFirstScene)
{
string projPath = System.IO.Path.GetFullPath(Application.streamingAssetsPath + "/../../Temp/StagingArea");
//string projPath = System.IO.Path.GetFullPath(Application.dataPath+ "/Plugins/Android");
PostProcessAndroid(BuildTarget.Android, projPath);
}
}
Last edit: 4 years 3 months ago by AnonymousT.
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