Hi All,
I have attached an image of our localization selectors (Player Pref > System Locale > English) which works as expected on windows builds. However English is always selected when running on a PS5 despite changing the consoles system locale. I have posted a similar question on the PS5 forums but haven’t received a response yet and was wondering if anyone had any suggestions?
Thanks!
Colton
I’m not familiar with how console selected locale is handled. I suspect it’s not currently supported by our system locale selector. Could you please file a bug so we can look into it? Unity QA: Building quality with passion
Hey Karl,
Thanks for the reply. I have found the issue but I am not sure how to resolve it, maybe you can help. Approx. 4 months ago we launched our beta with English, French, Spanish and German locales. All of our German users were reporting intermittent missing text. We later discovered that all text using the GameObject Localizer, component to scale the font size was missing. I suspect it has something to do with . vs , in different cultures (instead of 0.2 font scale it would be 2 font scale which would be too large for the TMP)? I added the following lines:
System.Threading.Thread.CurrentThread.CurrentCulture = CultureInfo.GetCultureInfo("en-US");
System.Threading.Thread.CurrentThread.CurrentUICulture = CultureInfo.GetCultureInfo("en-US");
which corrected the size issue and life was good until trying on PS5. I’m assuming on PS5 the localization is initialized before this line runs and then sets it back to English? If I remove these lines the text is translated correctly but not scaled correctly.
Any thoughts?
Colton
Oh that’s definitely a bug, could you please file a bug so we can get it fixed?
For a workaround you could try adding an Initialization object to addressables, this should run before localization.
https://docs.unity3d.com/Packages/com.unity.addressables@1.22/manual/InitializeAsync.html