This means the update is marked as a change to the scene.
All these inspectors should be rendered with IMGUI, and as far as I’m aware there’s nothing unusual about this scene which should prevent it from being localized properly, however other scenes in the project don’t have this issue.
Possibly related - my project now no longer updates terms at edit time at all. Furthermore, changes to the localized terms also display at runtime until I clear the addressables cache and rebuild the addressables group. I haven’t made any changes to the addressables configuration (it’s all version controlled).
I’ve already gone ahead and deleted the Library folder as a test. No luck there.
Yes, that’s right. If I make changes to the translations via the table editor or the localized string property drawer, the changes do not find their way to the result of the Update String event on the Localize String Event component either at edit or runtime.
I can share the project with you when I’m at the studio tomorrow. Is BlindFTP the best way to provide the project?
Yeah it that should be fine.
Are you updating the addressaables after you make a change? If you are using the Use Build playmode then the addressables need to be rebuilt.
What’s the way to verify that I’m using the Use Build playmode? Before things started going haywire the changes via the tables or property drawer would be reflected in edit mode and playmode immediately, and I don’t believe I’ve made any changes to the addressables config. I’m having to update the addressables after I make a change now, but it’s undesirable given how easy it was beforehand.
It appears as though I’m using the ‘Use Asset Database’ play mode script, which as I understand should mean that I don’t need to rebuild the addressables to see changes reflected in playmode.
However, while changes (eg. an update to a phrase) via the table editor or property drawer are now immediately reflected in edit mode, they are still not visible in play mode until the addressables are rebuilt.
I’ll try to get a build uploaded via blind ftp today. Thanks!
Thanks.
Unfortunately, I’m currently without internet. I just moved house last week, and I’m still waiting for my internet provider to connect me. They said around the 19th. So I won’t be able to take a look until then, my phone’s internet is not good enough to download such a large file
As soon as I’m connected ill take a look.
Hey Karl, no worries at all. I’ve just moved house too and I know the immensity of the struggle in getting everything setup, so take the time you need! Thanks so much for your attention on the issue though, keen to hear what you find.
Really appreciate you checking out the project. That’s so strange that you’re able to see everything working just fine. I’ll have another look tomorrow to see if there’s any system specific reason that it wouldn’t be working for me and report back.
In the meantime, do you mind removing the gif from your previous post? We’re trying to keep this project pretty under wraps. Sorry!
Sorry, it’s taken me forever to get back around to this. Massive couple of weeks!
After blowing the Library folder away again, it does seem like things are working ok on my end again. I can however confirm that the driven properties don’t display properly for TextMeshPro (non UI) components:
As you can see, the inspector text box uses its default appearance instead of using the driven properties ‘green’ mode. The changes to localized strings here also dirty the text mesh pro component and the changes persist to the serialized data in the scene file. Not a critical issue, but not totally ideal.
In any case, things do seem to be behaving for now. I would swear that I was having other troubles though so if they arise again please pardon me for raising the issue again!
Thats strange. I know that the green highlighting is not working for UI Toolkit inspectors, it will still handle the driven properties but wont be green. However I dont belive TMP uses UI Toolkit so this could be a bug. Could you please file a bug report so we can take a look into it? Unity QA: Building quality with passion
So, many months later we’ve discovered that the localisation package wasn’t working using the Asset Database method because of this one line that was running early in application startup:
PlayerPrefs.DeleteAll()
This meant that we weren’t able to preview localisation changes without doing an addressables group rebuild every change.
It’s possible too that this was causing the issues with the driven properties not driving the compnents properly too.