Open Source on Localized gameobjects
9 years 11 months ago #422
by Tatanan
Open Source on Localized gameobjects was created by Tatanan
Sorry for making so many questions, but the documentation at this moment is not huge and I really need to fully understand the plugin.
What's the field "Open Source" on the Localize component? I know I can drag there one of my source if I wish and I think this forces to use exactly this Source, but something it's put by default and take one of my Sources (I don't know which one) and the name appears softer. What does I2 make in this case?
Thank you.
What's the field "Open Source" on the Localize component? I know I can drag there one of my source if I wish and I think this forces to use exactly this Source, but something it's put by default and take one of my Sources (I don't know which one) and the name appears softer. What does I2 make in this case?
Thank you.
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9 years 11 months ago #424
by Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic Open Source on Localized gameobjects
That its for forcing the use of an specific Language source.
If nothing is set, the plugin will show there the source that its used, so that if you click Open Source, it will select that object so you could edit it.
By default, the plugin uses the last source you selected or the i2Languages.prefab if there is not other laguagesource in your scene. However, if you want to use a languageSource in your scene, its adviced to always drag that source into that ObjectField, so that the localize component could know thats the intended source.
That is adviced because at runtime, if the Localize component is loaded before the languageSource, it may not detect correctly thats the source it should use.
Thanks
Frank
If nothing is set, the plugin will show there the source that its used, so that if you click Open Source, it will select that object so you could edit it.
By default, the plugin uses the last source you selected or the i2Languages.prefab if there is not other laguagesource in your scene. However, if you want to use a languageSource in your scene, its adviced to always drag that source into that ObjectField, so that the localize component could know thats the intended source.
That is adviced because at runtime, if the Localize component is loaded before the languageSource, it may not detect correctly thats the source it should use.
Thanks
Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
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