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    Namespace UnityEngine.Localization

    Classes

    DisplayNameAttribute

    Specify a custom name to be used when displayed in the Editor.

    EditorPropertyDriver

    Allows for making temporary changes to Components in a scene whilst previewing a Locale. Any changes made to a property that is marked as driven will be ignored when saving the scene and reverted when the property is unregistered or SelectedLocale is set to null.

    Locale

    A Locale represents a language. It supports regional variations and can be configured with an optional fallback Locale via metadata.

    LocalizedAsset<TObject>

    Provides a way to reference an AssetTableEntry inside of a specific AssetTable and request the localized asset.

    LocalizedAssetBase

    Base class for all localized assets.

    LocalizedAssetTable

    Provides a way to access an AssetTable at runtime.

    LocalizedAudioClip

    Provides a specialized LocalizedAsset<TObject> which can be used to localize AudioClip assets.

    LocalizedFont

    Provides a LocalizedAsset<TObject> which you can use to localize a Font/>.

    LocalizedGameObject

    Provides a specialized LocalizedAsset<TObject> which can be used to localize Prefabs.

    LocalizedMaterial

    Provides a specialized LocalizedAsset<TObject> which can be used to localize Materials.

    LocalizedMesh

    Provides a specialized LocalizedAsset<TObject> which can be used to localize a Mesh.

    LocalizedObject

    Provides a LocalizedAsset<TObject> which you can use to localize any UnityEngine.Object.

    LocalizedReference

    Provides a way to reference a table entry inside of a specific LocalizationTable.

    LocalizedSprite

    Provides a LocalizedAsset<TObject> which you can use to localize Sprites.

    LocalizedString

    Provides a way to reference a StringTableEntry inside of a specific StringTable and request the localized string.

    LocalizedStringTable

    Provides runtime access to a StringTable for the current selected Locale. When accessing multiple localized strings it may be more convenient to use a LocalizedStringTable instead of multiple LocalizedString. This fetches the table on demand or provides a callback when the table finishes loading, such as returning when the selected locale was changed.

    LocalizedTable<TTable, TEntry>

    Provides a way to access a LocalizationTable at runtime. See LocalizedStringTable and LocalizedAssetTable for implementations.

    LocalizedTexture

    Provides a LocalizedAsset<TObject> which you can use to localize Textures assets.

    LocalizedTmpFont

    Provides a LocalizedAsset<TObject> which you can use to localize a TextMeshPro TMPro.TMP_FontAsset/>.

    Structs

    LocaleIdentifier

    Represents identification information for a language or its regional variant. Also includes access to the CultureInfo which provides culture-specific instances of the DateTimeFormatInfo, NumberFormatInfo, CompareInfo, and TextInfo objects.

    Interfaces

    IPreloadRequired

    Indicates that the class requires preloading during initialization before it is ready for use.

    Delegates

    LocalizedAsset<TObject>.ChangeHandler

    Delegate used by AssetChanged.

    LocalizedString.ChangeHandler

    Delegate used by StringChanged.

    LocalizedTable<TTable, TEntry>.ChangeHandler

    Delegate used by TableChanged.


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    In This Article
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