Class LocalizedAssetDatabase
The Localized Asset Database provides a single point of access for all localized assets.
Inherited Members
Namespace: UnityEngine.Localization.Settings
Assembly: Unity.Localization.dll
Syntax
[Serializable]
public class LocalizedAssetDatabase : LocalizedDatabase<AssetTable, AssetTableEntry>, IPreloadRequired, IReset
Remarks
A localized asset must derive from Object.
Methods
Name | Description |
---|---|
GetLocalizedAssetAsyncInternal<TObject>(TableReference, TableEntryReference, Locale, FallbackBehavior) | Implementation for all versions of GetLocalizedAssetAsync<TObject>(TableEntryReference, Locale, FallbackBehavior). |
GetLocalizedAssetAsync<TObject>(TableEntryReference, Locale, FallbackBehavior) | Returns a handle to a localized asset loading operation from the DefaultTable. This method is asynchronous and may not have an immediate result. Check IsDone to see if the data is available, if it is false then you can use the Completed event to get a callback when it is finished, yield on the operation or call WaitForCompletion to force the operation to complete. Once the Completed event has been called, during the next update, the internal operation will be returned to a pool so that it can be reused. If you do plan to keep hold of the handle after completion then you should call Acquire to prevent the operation being reused and UnityEngine.AddressableAssets.Addressables.Release(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle) to finally return the operation back to the pool. |
GetLocalizedAssetAsync<TObject>(TableReference, TableEntryReference, Locale, FallbackBehavior) | Returns a handle to a localized asset loading operation from the requested table. This method is asynchronous and may not have an immediate result. Check IsDone to see if the data is available, if it is false then you can use the Completed event to get a callback when it is finished, yield on the operation or call WaitForCompletion to force the operation to complete. Once the Completed event has been called, during the next update, the internal operation will be returned to a pool so that it can be reused. If you do plan to keep hold of the handle after completion then you should call Acquire to prevent the operation being reused and UnityEngine.AddressableAssets.Addressables.Release(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle) to finally return the operation back to the pool. |
GetLocalizedAsset<TObject>(TableEntryReference, Locale) | Returns a localized asset from the DefaultTable. |
GetLocalizedAsset<TObject>(TableReference, TableEntryReference, Locale) | Returns a localized asset from the requested table. |