Runtime update doesn't get used on following session

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2 years 2 months ago #4977 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:
I2.Loc.LocalizationManager.Sources[0].Import_Google(true, false);
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:
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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