Class LocalizationEditorSettings
Provides methods for configuring Localization settings including tables and Locales.
Namespace: UnityEditor.Localization
Syntax
public class LocalizationEditorSettings
Properties
ActiveLocalizationSettings
The LocalizationSettings used for this project and available in the player and editor.
Declaration
public static LocalizationSettings ActiveLocalizationSettings { get; set; }
Property Value
Type | Description |
---|---|
LocalizationSettings |
EditorEvents
Localization modification events that can be used when building editor components.
Declaration
public static LocalizationEditorEvents EditorEvents { get; }
Property Value
Type | Description |
---|---|
LocalizationEditorEvents |
ShowLocaleMenuInGameView
During play mode, in the editor a menu can be shown to allow for quickly changing the SelectedLocale.
Declaration
public static bool ShowLocaleMenuInGameView { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
UseLocalizedAssetSearchPicker
When true
the advanced Unity Search picker will be used when selecting LocalizedAsset<TObject> table entries.
When false
the tree view picker will be used.
Declaration
public static bool UseLocalizedAssetSearchPicker { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
UseLocalizedStringSearchPicker
When true
the advanced Unity Search picker will be used when selecting LocalizedString table entries.
When false
the tree view picker will be used.
Declaration
public static bool UseLocalizedStringSearchPicker { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
Methods
AddLocale(Locale, Boolean)
Add the Locale so that it can be used by the Localization system.
Declaration
public static void AddLocale(Locale locale, bool createUndo = false)
Parameters
Type | Name | Description |
---|---|---|
Locale | locale | The Locale to add to the project so it can be used by the Localization system. |
Boolean | createUndo | Used to indicate if an Undo operation should be created. |
Examples
This shows how to create a Locale and add it to the project.
// Create the Locale asset
var locale = Locale.CreateLocale(SystemLanguage.Spanish);
AssetDatabase.CreateAsset(locale, "Assets/Spanish.asset");
// Add the Locale to the project
LocalizationEditorSettings.AddLocale(locale);
CreateAssetTableCollection(String, String)
Creates a AssetTableCollection using the project Locales.
Declaration
public static AssetTableCollection CreateAssetTableCollection(string tableName, string assetDirectory)
Parameters
Type | Name | Description |
---|---|---|
String | tableName | The Table Collection Name to use. |
String | assetDirectory | The directory to store the generated assets. |
Returns
Type | Description |
---|---|
AssetTableCollection | The created AssetTableCollection collection. |
Examples
This example shows how to update a collection by adding a new localized asset.
public static void AddAssetToCollection(Texture asset)
{
var collection = LocalizationEditorSettings.GetAssetTableCollection("My Assets");
if (collection == null)
{
collection = LocalizationEditorSettings.CreateAssetTableCollection("My Assets", "Assets/Asset Tables");
}
collection.AddAssetToTable(SystemLanguage.English, "My Texture", asset);
}
CreateAssetTableCollection(String, String, IList<Locale>)
Creates a AssetTableCollection using the provided Locales.
Declaration
public static AssetTableCollection CreateAssetTableCollection(string tableName, string assetDirectory, IList<Locale> selectedLocales)
Parameters
Type | Name | Description |
---|---|---|
String | tableName | The name of the new collection. Cannot be blank or whitespace, cannot contain invalid filename characters, and cannot contain "[]". |
String | assetDirectory | The directory to store the generated assets. |
IList<Locale> | selectedLocales | The locales to generate the collection with. A AssetTable will be created for each Locale |
Returns
Type | Description |
---|---|
AssetTableCollection | The created AssetTableCollection collection. |
CreateCollectionFromLooseTables(IList<LocalizationTable>, String)
Creates a StringTableCollection or AssetTableCollection from the provided loose tables.
Declaration
public static LocalizationTableCollection CreateCollectionFromLooseTables(IList<LocalizationTable> looseTables, string path)
Parameters
Type | Name | Description |
---|---|---|
IList<LocalizationTable> | looseTables | Tables to create the collection from. All tables must be of the same type. |
String | path | The path to save the new assets to. |
Returns
Type | Description |
---|---|
LocalizationTableCollection | The created StringTableCollection or AssetTableCollection. |
CreateStringTableCollection(String, String)
Creates a StringTableCollection using the project Locales.
Declaration
public static StringTableCollection CreateStringTableCollection(string tableName, string assetDirectory)
Parameters
Type | Name | Description |
---|---|---|
String | tableName | The name of the new collection. Cannot be blank or whitespace, cannot contain invalid filename characters, and cannot contain "[]". |
String | assetDirectory | The directory to save the generated assets, must be in the project Assets directory. |
Returns
Type | Description |
---|---|
StringTableCollection | The created StringTableCollection collection. |
Examples
This example shows how to create a new StringTableCollection and add some English values.
var newCollection = LocalizationEditorSettings.CreateStringTableCollection("My Strings", "Assets/String Tables");
var table = newCollection.GetTable("en") as StringTable;
table.AddEntry("START_MENU", "Start Game");
table.AddEntry("OPTIONS_MENU", "Options");
table.AddEntry("EXIT_MENU", "Quit");
// Mark modified assets dirty so changes are saved.
EditorUtility.SetDirty(table);
EditorUtility.SetDirty(table.SharedData);
CreateStringTableCollection(String, String, IList<Locale>)
Creates a StringTableCollection using the provided Locales.
Declaration
public static StringTableCollection CreateStringTableCollection(string tableName, string assetDirectory, IList<Locale> selectedLocales)
Parameters
Type | Name | Description |
---|---|---|
String | tableName | The name of the new collection. Cannot be blank or whitespace, cannot contain invalid filename characters, and cannot contain "[]". |
String | assetDirectory | The directory to save the generated assets, must be in the project Assets directory. |
IList<Locale> | selectedLocales | The locales to generate the collection with. A StringTable will be created for each Locale. |
Returns
Type | Description |
---|---|
StringTableCollection | The created StringTableCollection collection. |
Examples
This example shows how to create a new StringTableCollection which contains an English and Japanese StringTable.
var english = LocalizationEditorSettings.GetLocale("en-GB");
var japanese = LocalizationEditorSettings.GetLocale(SystemLanguage.Japanese);
// Create a collection with a English (UK) and Japanese table
var newCollection = LocalizationEditorSettings.CreateStringTableCollection("My Strings", "Assets/String Tables", new List<Locale> { english, japanese });
var table = newCollection.GetTable("en") as StringTable;
table.AddEntry("START_MENU", "Start Game");
table.AddEntry("OPTIONS_MENU", "Options");
table.AddEntry("EXIT_MENU", "Quit");
FindLooseStringTablesUsingSharedTableData(SharedTableData, IList<LocalizationTable>)
If a table does not belong to a LocalizationTableCollection then it is considered to be loose, it has no parent collection and will be ignored. This returns all loose tables that use the same SharedTableData, they could then be converted into a LocalizationTableCollection using CreateCollectionFromLooseTables(IList<LocalizationTable>, String).
Declaration
public static void FindLooseStringTablesUsingSharedTableData(SharedTableData sharedTableData, IList<LocalizationTable> foundTables)
Parameters
Type | Name | Description |
---|---|---|
SharedTableData | sharedTableData | |
IList<LocalizationTable> | foundTables |
FindSimilarKey(String)
Returns the AssetTableCollection that contains a table entry with the closest match to the provided text. Uses the Levenshtein distance method.
Declaration
[Obsolete("FindSimilarKey will be removed in the future, please use Unity Search. See TableEntrySearchData class for further details.")]
public static (StringTableCollection collection, SharedTableData.SharedTableEntry entry, int matchDistance) FindSimilarKey(string keyName)
Parameters
Type | Name | Description |
---|---|---|
String | keyName |
Returns
Type | Description |
---|---|
(T1, T2, T3)<StringTableCollection, SharedTableData.SharedTableEntry, Int32> |
GetAssetTableCollection(TableReference)
Returns a AssetTableCollection with the matching TableReference.
Declaration
public static AssetTableCollection GetAssetTableCollection(TableReference tableNameOrGuid)
Parameters
Type | Name | Description |
---|---|---|
TableReference | tableNameOrGuid |
Returns
Type | Description |
---|---|
AssetTableCollection | Found collection or null if one could not be found. |
Examples
This example shows how to update a collection by adding a new localized asset.
public static void AddAssetToCollection(Texture asset)
{
var collection = LocalizationEditorSettings.GetAssetTableCollection("My Assets");
if (collection == null)
{
collection = LocalizationEditorSettings.CreateAssetTableCollection("My Assets", "Assets/Asset Tables");
}
collection.AddAssetToTable(SystemLanguage.English, "My Texture", asset);
}
GetAssetTableCollections()
Returns all AssetTableCollection assets that are in the project.
Declaration
public static ReadOnlyCollection<AssetTableCollection> GetAssetTableCollections()
Returns
Type | Description |
---|---|
ReadOnlyCollection<AssetTableCollection> |
Examples
This example shows how to print out the contents of all the AssetTableCollection in the project.
[MenuItem("Localization Samples/Print All Asset Table Collection Contents")]
public static void PrintAssetTableCollectionContents()
{
// This example prints out the contents of every Asset Table Collection
var stringBuilder = new StringBuilder();
foreach (var stringTableCollection in LocalizationEditorSettings.GetAssetTableCollections())
{
stringBuilder.AppendLine($"String Table Collection Name: {stringTableCollection.TableCollectionName}");
foreach (var assetTable in stringTableCollection.AssetTables)
{
stringBuilder.AppendLine($"\tTable {assetTable.LocaleIdentifier}");
foreach (var assetTableValue in assetTable.Values)
{
// Load the asset
Object asset = null;
if (!string.IsNullOrEmpty(assetTableValue.Guid))
{
var assetPath = AssetDatabase.GUIDToAssetPath(assetTableValue.Guid);
asset = AssetDatabase.LoadAssetAtPath<Object>(assetPath);
}
stringBuilder.AppendLine($"\t\t{assetTableValue.Key} - {asset}");
if (assetTable.MetadataEntries.Count > 0)
{
foreach (var metadataEntry in assetTable.MetadataEntries)
{
stringBuilder.AppendLine($"\t\t\t{metadataEntry}");
}
}
}
}
}
Debug.Log(stringBuilder.ToString());
}
GetCollectionForSharedTableData(SharedTableData)
Returns the LocalizationTableCollection that the SharedTableData is part of or null if one could not be found.
Declaration
public static LocalizationTableCollection GetCollectionForSharedTableData(SharedTableData sharedTableData)
Parameters
Type | Name | Description |
---|---|---|
SharedTableData | sharedTableData | The shared table data to match against a collection. |
Returns
Type | Description |
---|---|
LocalizationTableCollection | The found collection or null if one could not be found. |
GetCollectionFromTable(LocalizationTable)
Returns the LocalizationTableCollection that the table is part of or null if the table has no collection.
Declaration
public static LocalizationTableCollection GetCollectionFromTable(LocalizationTable table)
Parameters
Type | Name | Description |
---|---|---|
LocalizationTable | table | The table to find the collection for. |
Returns
Type | Description |
---|---|
LocalizationTableCollection | The found collection or null if one could not be found. |
GetLocale(LocaleIdentifier)
Returns the locale that matches the LocaleIdentifier"/> in the project.
Declaration
public static Locale GetLocale(LocaleIdentifier localeId)
Parameters
Type | Name | Description |
---|---|---|
LocaleIdentifier | localeId |
Returns
Type | Description |
---|---|
Locale | The found Locale or null if one could not be found. |
Examples
This example shows how to find a Locale using a SystemLanguage or code.
// Find a Spanish Locale using the SystemLanguage
var spanish = LocalizationEditorSettings.GetLocale(SystemLanguage.Spanish);
// Find a Spanish (Mexico) Locale using the code
var spanishMexico = LocalizationEditorSettings.GetLocale("es-MX");
GetLocales()
Returns all Locale that are part of the Localization system and will be included in the player. To Add Locales use AddLocale(Locale, Boolean) and RemoveLocale(Locale, Boolean) to remove them. Note this does not include PseudoLocale which can be retrieved by using GetPseudoLocales().
Declaration
public static ReadOnlyCollection<Locale> GetLocales()
Returns
Type | Description |
---|---|
ReadOnlyCollection<Locale> | A collection of all Locales in the project. |
Examples
This example prints the names of the Locales.
foreach (var locale in LocalizationEditorSettings.GetLocales())
{
Debug.Log(locale.LocaleName);
}
GetPreloadTableFlag(LocalizationTable)
Returns true
if the table is marked for preloading.
Declaration
public static bool GetPreloadTableFlag(LocalizationTable table)
Parameters
Type | Name | Description |
---|---|---|
LocalizationTable | table | The table to query. |
Returns
Type | Description |
---|---|
Boolean |
|
Examples
This example shows how to query if a table is marked as preload.
var collection = LocalizationEditorSettings.GetStringTableCollection("My Strings");
var englishTable = collection.GetTable("en");
Debug.Log($"Preload: {LocalizationEditorSettings.GetPreloadTableFlag(englishTable)}");
GetPseudoLocales()
Returns all PseudoLocale that are part of the Localization system and will be included in the player.
Declaration
public static ReadOnlyCollection<PseudoLocale> GetPseudoLocales()
Returns
Type | Description |
---|---|
ReadOnlyCollection<PseudoLocale> |
GetStringTableCollection(TableReference)
Returns a StringTableCollection with the matching TableReference.
Declaration
public static StringTableCollection GetStringTableCollection(TableReference tableNameOrGuid)
Parameters
Type | Name | Description |
---|---|---|
TableReference | tableNameOrGuid |
Returns
Type | Description |
---|---|
StringTableCollection | Found collection or null if one could not be found. |
Examples
This example shows how to update a collection by adding support for a new Locale.
// Create the new Locale
var locale = Locale.CreateLocale(SystemLanguage.Spanish);
AssetDatabase.CreateAsset(locale, "Assets/Spanish.asset");
LocalizationEditorSettings.AddLocale(locale);
// Get the collection
var collection = LocalizationEditorSettings.GetStringTableCollection("My String Table");
// Add a new table
var newTable = collection.AddNewTable(locale.Identifier) as StringTable;
// Add a new entry to the table
var entry = newTable.AddEntry("Hello", "Hola");
// Add some metadata
entry.AddMetadata(new Comment { CommentText = "This is a comment"});
// We need to mark the table and shared table data entry as we have made changes
EditorUtility.SetDirty(newTable);
EditorUtility.SetDirty(newTable.SharedData);
GetStringTableCollections()
Returns all StringTableCollection that are in the project.
Declaration
public static ReadOnlyCollection<StringTableCollection> GetStringTableCollections()
Returns
Type | Description |
---|---|
ReadOnlyCollection<StringTableCollection> |
Examples
This example shows how to print out the contents of all the StringTableCollection in the project.
[MenuItem("Localization Samples/Print All String Table Collection Contents")]
public static void PrintStringTableCollectionContents()
{
// This example prints out the contents of every String Table Collection
var stringBuilder = new StringBuilder();
foreach (var stringTableCollection in LocalizationEditorSettings.GetStringTableCollections())
{
stringBuilder.AppendLine($"String Table Collection Name: {stringTableCollection.TableCollectionName}");
foreach (var stringTable in stringTableCollection.StringTables)
{
stringBuilder.AppendLine($"\tTable {stringTable.LocaleIdentifier}");
foreach (var stringTableValue in stringTable.Values)
{
stringBuilder.AppendLine($"\t\t{stringTableValue.Key} - {stringTableValue.LocalizedValue}");
if (stringTableValue.MetadataEntries.Count > 0)
{
foreach (var metadataEntry in stringTableValue.MetadataEntries)
{
stringBuilder.AppendLine($"\t\t\t{metadataEntry}");
}
}
}
}
}
Debug.Log(stringBuilder.ToString());
}
RemoveLocale(Locale, Boolean)
Removes the locale from the Localization system.
Declaration
public static void RemoveLocale(Locale locale, bool createUndo = false)
Parameters
Type | Name | Description |
---|---|---|
Locale | locale | The Locale to remove so that it is no longer used by the Localization system. |
Boolean | createUndo | Used to indicate if an Undo operation should be created. |
Examples
This shows how to remove a Locale from the project.
// Find the Locale
var locale = LocalizationEditorSettings.GetLocale("en");
// Remove it from the Localization system
LocalizationEditorSettings.RemoveLocale(locale);
SetPreloadTableFlag(LocalizationTable, Boolean, Boolean)
Adds or Remove the preload flag for the selected table.
Declaration
public static void SetPreloadTableFlag(LocalizationTable table, bool preload, bool createUndo = false)
Parameters
Type | Name | Description |
---|---|---|
LocalizationTable | table | The table to mark as preload. |
Boolean | preload |
|
Boolean | createUndo | Should an Undo record be created? |
Examples
This example shows how to set the preload flag for a single collection.
var collection = LocalizationEditorSettings.GetStringTableCollection("My Strings");
// Enable preloading for all tables in the collection
foreach (var table in collection.StringTables)
{
LocalizationEditorSettings.SetPreloadTableFlag(table, true);
}