Parsing issues after updating to 2.6.10 f1

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7 years 9 months ago - 7 years 9 months ago #2103 by jimmyt3d
Hi Frank,

I've just updated from 2.6.8 f4 to 2.6.10 f1 - everything has updated correctly however the parsing does not appear to be functioning correctly.

When I run a parse, it returns 'Missing' and 'Not Used' correctly, but the 'Used' tab remains empty with a '0' appearing beside every key in the list.
There are 100s of uses of the keys in my scenes, so this is definitely wrong and worked correctly on the old version.
If I manually go to some of the uses of the keys, they are all appearing and translating correctly, but it seems the parse isn't picking them up.

I'm not sure if this has anything to do with it, but this is a new project duplicated from an earlier one using an asset bundle. I immediately updated I2 Loc after the import of the asset bundle (I2 Loc was part of the bundle, using the old version). I have done this with other projects and it has never caused a problem.

I've restarted Unity(5.3.5) several times and the problem remains the same.

Any idea how to resolve this?
Last edit: 7 years 9 months ago by jimmyt3d.

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7 years 9 months ago #2104 by Frank
Hi,
Thanks a lot for reporting this issue. It seems that in one of the optimization passes I did for the last release, I set the wrong function call, and that was overriding the usage.

I submitted a new beta with a fix for this. Just download v2.6.11a1 from the beta folder and it will work fine.

Alternatively, you can modify one line of code to make it work without upgrading:

In assets\i2\localization\scripts\editor\localization\localizationeditor_tools_parseterms.cs
in function FindTermsNotUsed, at line 218, change the call AddParsedTerm(...) into GetParsedTerm(...)

Like this:
		static void FindTermsNotUsed()
		{
			// every Term that is in the DB but not in mParsedTerms
			if (mLanguageSource == null)
				return;

			//string lastCategory = null;
			foreach (TermData termData in mLanguageSource.mTerms)
				GetParsedTerm(termData.Term);       //  <---- this line was changed
		}

Hope that helps,
Frank

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7 years 9 months ago #2105 by jimmyt3d
That's fixed it!
As ever, thanks for your prompt response and fix.

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