Namespace UnityEngine.Localization.Metadata
Classes
Comment
Used to add metadata comments. Comments can be any type of information but are particularly useful for providing context to translators.
FallbackLocale
Provides fallback data with regards to a Locale. For example you may want some regions to fall back to a default version, such as English(en_uk) may fall back to English(en).
MetadataAttribute
Provides a hint to the editor on where this metadata can be used. This is only used in the Editor and not considered when adding Metadata through script.
MetadataCollection
Holds a collection of IMetadata that can be serialized.
PreloadAssetTableMetadata
Used to indicate if the assets within an AssetTable should all be preloaded when the table is loaded or should be loaded on demand(default). If no PreloadAssetTableMetadata is attached to a AssetTable then the default behavior is PreloadAll.
SharedTableCollectionMetadata
Shared Metadata is data that is associated to all tables that use the same SharedTableData, also known as an AssetTableCollection. Multiple table entries can be included in the SharedTableCollectionMetadata and The tables that use each table entry are recorded.
SharedTableEntryMetadata
Shared Metadata is data that is associated to one or more entries in a single LocalizationTable. While it is possible to share any metadata across multiple entries in a table, this will track the entries that are currently using it providing a quick way to get all the entries.
SmartFormatTag
Indicates that the StringTableEntry should use SmartFormat when localizing.
Interfaces
IMetadata
Interface to indicate a class can be used as Metadata. Metadata is data that can be used to provide additional information about the item it is attached to. Metadata can be attached to a Locale, a LocalizationTable, a table entry or a SharedTableData.
Metadata is serialized using the SerializeReference feature, this means that it must be marked as serializable, can be shared across the same asset and does not inherit from UnityEngine.Object. Metadata does not have to include serialized fields, it can also be empty and used to tag fields as having certain attributes. See also MetadataAttribute
IMetadataCollection
Interface to indicate that the class contains Metadata.
ISharedMetadata
Enums
MetadataType
Flags that can be used to indicate where the Metadata can be added in the Editor.
PreloadAssetTableMetadata.PreloadBehaviour
The preload behavior to be applied to the AssetTable.