Runtime update doesn't get used on following session
2 years 10 months ago #4977
by Beneton
Runtime update doesn't get used on following session was created by Beneton
Hello there, I'm trying to update the localization of my game in the app (iPhone and Android) but the new definitions don't get saved for future sessions.
I'm calling the recommended method:And after a couple of seconds, the text gets updated in the game, but as soon as I close the game and reopen it, the text is back to its old version.
Looking into the code of the plugin I've found this inside the AddSource method of LocalizationManager_Sources.cs:
In here I can see that the Loading from Cache only happens if the Update Frequency is not Never.
The thing is that I don't want the plugin to try to download new definitions, but I want it to use the cache if the cache version is higher than the one provided in the Source (Scriptable Object in my case)
How can I achieve this behavior?
thanks
I'm calling the recommended method:
I2.Loc.LocalizationManager.Sources[0].Import_Google(true, false);
Looking into the code of the plugin I've found this inside the AddSource method of LocalizationManager_Sources.cs:
if (Source.HasGoogleSpreadsheet() && Source.GoogleUpdateFrequency != LanguageSourceData.eGoogleUpdateFrequency.Never && LocalizationManager.AllowSyncFromGoogle(Source))
{
#if !UNITY_EDITOR
Source.Import_Google_FromCache();
bool justCheck = false;
#else
bool justCheck=true;
#endif
if (Source.GoogleUpdateDelay > 0)
CoroutineManager.Start( Delayed_Import_Google(Source, Source.GoogleUpdateDelay, justCheck) );
else
Source.Import_Google(false, justCheck);
}
In here I can see that the Loading from Cache only happens if the Update Frequency is not Never.
The thing is that I don't want the plugin to try to download new definitions, but I want it to use the cache if the cache version is higher than the one provided in the Source (Scriptable Object in my case)
How can I achieve this behavior?
thanks
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