Is UnityEditor.Localization working on BUILD? I don't think so, but what can i do then?

Hi, So, i’m using the localization system getting my localized string with a class (LocalizationTableCollection) thats apparently only available in editor (UnityEditor.Localization) through this function “LocalizedString(table.TableCollectionName, tableEntryID).GetLocalizedString()” So i was just doing a drag&drop for the whole table collection to a variable slot and then writing what entry i wanted to obtain, all in the inspector. So in short, is there any way to use “LocalizationTableCollection” outside of “UnityEditor.Localization”??, to obtain whatever entry i want from said collection?

example:

using UnityEditor.Localization;
using UnityEngine.Localization;

public class LocalizationManager : MonoBehaviour {
//the next one is the variable i manually set in the inspector:
public LocalizationTableCollection table_tooltips;

//this next string is what i call from anywhere in the scene when i need to show a localized tooltip.
public string LocalizeTooltip(string tooltipID) {
        if (table_tooltips== null) return "NULL";
        return new LocalizedString(table_tooltips.TableCollectionName, tooltipID).GetLocalizedString();
    }
}

No, LocalizationTableCollection is Editor only, it’s not designed for this. Its for editor scripts that need to make changes to the localization data.

We have a scripting guide Scripting | Localization | 1.4.5

I think you may want a LocalizedStringTable.

using UnityEngine.Localization;

public class LocalizationManager : MonoBehaviour {
//the next one is the variable i manually set in the inspector:
public LocalizedStringTable table_tooltips;

//this next string is what i call from anywhere in the scene when i need to show a localized tooltip.
public string LocalizeTooltip(string tooltipID) {
        if (table_tooltips== null) return "NULL";
        return new LocalizedString(table_tooltips.TableReference, tooltipID).GetLocalizedString();
    }
}