Hi, I didn’t click the Smart box, why I still get a ParsingError?
Can you share the full callstack? Did you pass arguments into the string when getting it? If you do then we call string.Format which would explain the error.
Do you mean this? I‘m new to this, sorry.
ParsingErrors: The format string has 1 issue:
‘0x24’: There are trailing operators in the selector
In: "Apprentice “bow scared” left >>>: Phew! We made it … at last…All the way for Elyanoris…
“bow sad” left: After that toxic swamp and all those jagged rocks, the Fortress looks almost beautiful… in a way.
Elf: Don’t forget what lies within, {$Elf2Name}.
"
At: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------^
UnityEngine.Localization.SmartFormat.Core.Parsing.Parser.HandleParsingErrors (UnityEngine.Localization.SmartFormat.Core.Parsing.ParsingErrors parsingErrors, UnityEngine.Localization.SmartFormat.Core.Parsing.Format currentResult) (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Smart Format/Core/Parsing/Parser.cs:469)
UnityEngine.Localization.SmartFormat.Core.Parsing.Parser.ParseFormat (System.String format, System.Collections.Generic.IList1[T] formatterExtensionNames) (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Smart Format/Core/Parsing/Parser.cs:448) UnityEngine.Localization.Tables.StringTableEntry.GetOrCreateFormatCache () (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Tables/StringTable.cs:98) UnityEngine.Localization.LocalizedString.RefreshString () (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Localized Reference/LocalizedString.cs:219) UnityEngine.Localization.LocalizedString.AutomaticLoadingCompleted (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle
1[TObject] loadOperation) (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Localized Reference/LocalizedString.cs:774)
UnityEngine.Localization.LocalizedString.HandleLocaleChange (UnityEngine.Localization.Locale locale) (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Localized Reference/LocalizedString.cs:763)
UnityEngine.Localization.LocalizedString.ForceUpdate () (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Localized Reference/LocalizedString.cs:639)
UnityEngine.Localization.LocalizedString.add_StringChanged (UnityEngine.Localization.LocalizedString+ChangeHandler value) (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Localized Reference/LocalizedString.cs:125)
UnityEngine.Localization.Components.LocalizeStringEvent.RegisterChangeHandler () (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Component Localizers/LocalizeStringEvent.cs:161)
UnityEngine.Localization.Components.LocalizeStringEvent.OnEnable () (at ./Library/PackageCache/com.unity.localization@1.5.2/Runtime/Component Localizers/LocalizeStringEvent.cs:105)
UnityEditor.EditorApplication:Internal_RestoreLastOpenedScenes()
Looks like it could be a bug in our RefreshString method. Could you please file a bug report? Unity QA: Building quality with passion
Thank you for your reply. I will report a bug.