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 Selected
Locale
A Locale represents a language. It supports regional variations and can be configured with an optional fallback Locale via metadata.
LocalizedAssetBase
Base class for all localized assets.
LocalizedAssetTable
Provides a way to access an Asset
LocalizedAsset<TObject>
Provides a way to reference an Asset
LocalizedAudioClip
Provides a specialized Localized
LocalizedFont
Provides a Localized
LocalizedGameObject
Provides a specialized Localized
LocalizedMaterial
Provides a specialized Localized
LocalizedMesh
Provides a specialized Localized
LocalizedObject
Provides a Localized
LocalizedReference
Provides a way to reference a table entry inside of a specific Localization
LocalizedSprite
Provides a Localized
LocalizedString
Provides a way to reference a String
LocalizedStringTable
Provides runtime access to a String
LocalizedTable<TTable, TEntry>
Provides a way to access a Localization
LocalizedTexture
Provides a Localized
LocalizedTmpFont
Provides a Localized
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 Asset
LocalizedString.ChangeHandler
Delegate used by String
LocalizedTable<TTable, TEntry>.ChangeHandler
Delegate used by Table