Unity Localization

Hey everyone. I have an issue with my code. It’s a very strange issue since it always worked for me. I never changed anything in that code since everything worked.
The strange part is that the code itself seems to work fine until I do not change the language after i change the language let’s say from italian to english it’s immediately jump to the last translation and this issue never happened to me until today.

CODE:
```csharp
**using Cysharp.Text;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.UI;

public class DialogueManager : MonoBehaviour
{
public TextMeshProUGUI nameText;
public TextMeshProUGUI dialogueText;
public Image images;

[SerializeField] private RectTransform ImageMove;
private const string KeyPlayerPrefs = "storyFinished";

public Dialogue dialogue;

private Queue<LocalizedString> sentences;
private Queue<Sprite> nextSprite;


private void OnEnable()
{
    for (int i = 0; i < dialogue.sentences.Length; i++)
    {
        dialogue.sentences[i].StringChanged += updatevalueString;
    }
    dialogue.name.StringChanged += updateStringName;
}


private void OnDisable()
{
    for (int i = 0; i < dialogue.sentences.Length; i++)
    {
        dialogue.sentences[i].StringChanged -= updatevalueString;
    }
    dialogue.name.StringChanged -= updateStringName;
}

private void updatevalueString(string value)
{
    dialogueText.SetTextCysharp(value);
}

private void updateStringName(string value)
{
    nameText.SetTextCysharp(value);
}

void Start()
{
    if (!PlayerPrefs.HasKey(KeyPlayerPrefs))
    {
        PlayerPrefs.GetInt(KeyPlayerPrefs, 0);
    }
    else
    {
        if (PlayerPrefs.GetInt(KeyPlayerPrefs, 0) == 1)
        {
            PlayerPrefs.GetInt(KeyPlayerPrefs, 1);
            LoadingScreenWaiter.instance.LoadScene(1);
        }
    }

    LeanTween.moveLocalX(ImageMove.gameObject, -93.956f, 0.75f).setEaseLinear();

    sentences = new Queue<LocalizedString>();
    nextSprite = new Queue<Sprite>();

    StartDialogue(dialogue);
}

public void StartDialogue(Dialogue dialogue)
{
    nameText.text = dialogue.name.GetLocalizedString();

    sentences.Clear();
    nextSprite.Clear();

    foreach (LocalizedString strings in dialogue.sentences)
    {
        sentences.Enqueue(strings);
    }
    foreach (Sprite image in dialogue.nextImage)
    {
        nextSprite.Enqueue(image);
    }

    DisplayNextSentence();
}

public void DisplayNextSentence()
{
    if (sentences.Count == 0)
    {
        EndDialogue();
        return;
    }

    string sentence = sentences.Dequeue().GetLocalizedString();
    Sprite image = null;

    if (nextSprite.Count > -1)
    {
        image = nextSprite.Dequeue();
        images.sprite = image;
    }

    StopAllCoroutines();
    StartCoroutine(TypeSentence(sentence));
}

IEnumerator TypeSentence(string sentence)
{
    dialogueText.text = "";

    foreach (char letter in sentence.ToCharArray())
    {
        dialogueText.text += letter;
        yield return null;
    }
}

void EndDialogue()
{
    PlayerPrefs.SetInt(KeyPlayerPrefs, 1);
    LoadingScreenWaiter.instance.LoadScene(1);
}

public void TriggerDialogue()
{
    StartDialogue(dialogue);
}

}**
```

The above statements are completely irrelevant. Don’t get fixated on the fact that you changed nothing or this never happened.

Instead, focus on finding and fixing the problem,

Sounds like you have a bug, and that can only mean…

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

- the code you think is executing is not actually executing at all

  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
    - you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

If you are looking for how to attach an actual debugger to Unity: https://docs.unity3d.com/2021.1/Documentation/Manual/ManagedCodeDebugging.html

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

The script itself has no issues at all I double checked that. The probles is raised by Unity Localization which i can’t solve manually since I’m not able to modify it. The only reason that I think it happened is because I updated Unity Localization to newer version.

To mention: I have already tried to Debug the whole script piece by piece and there’s no issue at all. I see many forum that having same issue it more related to Unity Localization.

I tried the same with an string array and it’s the same issue as previous one without any Debug exception.
If I downgrade the package it start to work again as expected. So instead of bombing the same things like a robot I’m waiting for someone that has similiar issues and if there’s an workaround since i want to keep all packages up to date

and to mention again: Previously in my thread I said this "The strange part is that the code itself seems to work fine until I do not change the language".
“By change the language” is the part of Unity Localization pop up window.

Make a blank project, import the NEW version of the localization that is misbehaving and see if you can get it working.

If you get errors, work through them until you have the new package working in a blank project

Once you have new localization working in a blank project, bisect from one to the other, bringing portions of your project in and trying to isolate the problem.

If by doing that you cannot make it work, use that blank project and file a bug with Unity.

This is just basic Troubleshooting 101, applicable to almost everything in life.