LocalizationSettings
class in
Unity.Localization
/
Inherits from:ScriptableObject
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Description
The runtime settings for localization: the available locales, the selected locale, and the resource database.
Static Properties
| Property |
Description |
| ConfigName |
The key under which the active settings are stored as an editor build config object.
|
| HasSettings |
Whether an active settings instance is registered.
|
| Instance |
The active settings instance, or null when none is registered.
|
| PreferredLoading |
The default loading behaviour used by the reference accessors and their change events.
|
| ResourceDatabase |
The active resource database, or null when no settings instance is registered.
|
| SelectedLocale |
The currently selected locale, or null when none is selected.
|
Properties
| Property |
Description |
| AvailableLocales |
The locales registered on this settings instance.
|
| Database |
The resource database that resolves localized content for this instance.
|
| DeferInitialization |
Whether the system waits for an explicit call to LocalizationSettings.InitializeAsync before it initializes.
|
| IsInitialized |
Whether initialization has completed.
|
| ProjectLocale |
The default project locale used when no other locale is selected.
|
| SelectedProvider |
The asset provider used as the default when creating new localized content.
|
| StartupSelector |
The selector that chose the startup locale, or null when the chain fell through to the project locale.
|
| StartupSelectors |
The startup locale selectors, evaluated in order to pick the selected locale on initialization.
|
Public Methods
| Method |
Description |
| AddLocale |
Registers a locale as available, deduplicated by locale code.
|
| EvaluateStartupLocale |
Runs the startup selector chain and returns the locale it produces, without selecting it.
|
| GetLocale |
Returns the available locale with the given identifier, or null.
|
| GetSmartFormatter |
Returns the Smart formatter used to format Smart String entries.
|
| RemoveLocale |
Removes a locale from the available set.
|
Static Methods
| Method |
Description |
| InitializeAsync |
Loads the available locales and selects the startup locale, running once.
|
Inherited Members
Properties
| Property | Description |
| hideFlags | Controls whether the object is hidden, saved with the scene, and editable by the user. |
| name | The name of the object. |
Public Methods
| Method | Description |
| GetEntityId | Gets the EntityId of the object. |
| GetHashCode | Returns the hash code for the object. |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type T. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object that's related to another GameObject and obtains an AsyncInstantiateOperation instance of the resulting objects. |
| CreateInstance | Creates an instance of a scriptable object. |
Operators
| Operator | Description |
| bool | Determines whether the object exists. |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
Messages
| Message | Description |
| Awake | Called when an instance of ScriptableObject is created. |
| OnDestroy | This function is called when the scriptable object will be destroyed. |
| OnDisable | This function is called when the scriptable object goes out of scope. |
| OnEnable | This function is called when the object is loaded. |
| OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
| Reset | Reset to default values. |