Localization Addressables AssetGroup questions

The Localization package sets up some Addressables AssetGroups automatically, but seemingly not for every localization related asset.

I wonder :

  • Why isn’t there an AssetGroup for localization_settings? Should I move it into one?

  • Why is texts not part of the other text_de etc groups? It’s in no group at all actually.

  • Should I add texts to an AssetGroup? From its content it looks like it’s an editor-only asset, but not sure. If that’s the case, why isn’t it in an editor folder?

Hey,

LocalizationSettings should not be part of a group, it needs to be included in the Unity build. We add it to the preloaded assets so that it is loaded at start up in the player and kept alive until the player terminates. Its the part that lets us start initializing Addressables etc. It gives us the hook to get things started.

The other asset looks like a collection asset. This is an editor only asset that lets us keep track of all the assets and provide an editor API. In the player Addressables does what that asset is doing. String Tables | Localization | 1.0.5

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Thank you for the quick reply.

It means I can add a new language to an existing game only when I also update the Player, because the LocalizationSettings points to all the Locales. I can’t use Addressables to make a “content update” only to add a new language. Is that correct?

Is it possible to have LocalizationTables bundled with the Player (local AssetGroups) and further LocalizationTables that are localed on a remote location and downloaded at a later time through Addressables? Or do all tables have to be bundled with the Player?

I’m in the middle of implementing content updates via Addressables to our project. We need one LocalizationTable that represents the “core texts” and is bundled with the Player and then need further tables that we download via Addressables that contain, for example, game-news that are updated every few weeks.

Is the Localization system picking up the new downloaded assets or how would I make it aware of the new tables?

No the Locales are not bundles with the settings, they are just displayed that way in the Editor so you can edit everything from one place. They are inside Addressables.You can update the Addressables by adding new Locales after building the player, we will still detect them. So yes you can absolutely provide content updates with new Locales and tables.

Yes you can do this. Its all done through Addressables so if they are bundles with the player then they would need to be bundled via Addressables which usually means they go into the StreamingAssets folder(its done automatically by the Addressable build system). You can then provide content updates like you would normally through Addressables.
https://docs.unity3d.com/Packages/com.unity.addressables@1.16/manual/ContentUpdateWorkflow.html

Yes that should be fine. The LocalizationSystem will just call into Addressables to load the table, e.g “GameNews_en” and then it will let Addressables figure out where that asset is and if it should be downloaded etc.

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Thank you again for the quick help, much appreciated. I’m glad it should just work. I think I’ll find out for sure in the next days and perhaps come back with a follow up question if I can’t get it to work :slight_smile:

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