We’re trying to build a project which will comprise of many sub-modules developed separately, each with their own unique localisation settings, and then combined in the end.
Is there any way for us to switch the Active Localisation Settings in the main project during run time so that we can load the relevant locales and tables for the sub-module loaded
If not, is there a better way for us to handle combining multiple projects with their own unique Localisation settings?
The LocalizationSettings asset is not actually responsible for what tables or Locales get loaded. This is all handled by Addressables so its fine to add new Locales/Tables or modify them after a build.
You will need to inform the Addressable asset system about what assets are available in its catalog.
It sounds like you would want to do a content update: https://docs.unity3d.com/Packages/com.unity.addressables@1.19/manual/ContentUpdateWorkflow.html