I’m currently enjoying working with the Localisation Tools. Good start so far, kudos to the team!
Now, for simplicity imagine the following setup:
public class TypeSO : ScriptableObject {
public string Name;
}
public class DefinitionSO : ScriptableObject {
public string Name;
public TypeSO Type;
}
That’s basically an enum, where the game designer can create value by creating more instances of TypeSO in the editor.
Super easy to do, because StringChanged actually sends you the data directly, if it is available and it would send it again, when the language is changed at runtime.
It let this post here, if someone comes across the same issue.
I’m still interested in your idea. I’m pretty new to the Unity Localization Tools and it’s always good to have more tools in the toolbelt, depending on the use case, right?