GetLocalizedAssetAsync<TObject>(TableReference, TableEntryReference, Locale, CancellationToken)
Resolves a localized asset: the direct reference when present, otherwise through the provider chain.
Read time 1 minuteLast updated 10 days ago
Definition
- Type: Method
- Namespace: Unity.Localization
- Assembly: UnityEngine.LocalizationRuntimeModule
GetLocalizedAssetAsync<T>(TableReference, TableEntryReference, Locale, CancellationToken)
public Awaitable<TObject> GetLocalizedAssetAsync<TObject>(TableReference tableRef, TableEntryReference entryRef, Locale locale = null, CancellationToken cancellationToken = default) where TObject : Object
Parameters
The reference to the table collection that holds the entry.
The reference to the asset entry to resolve within the table.
The locale to resolve in; null uses the selected locale.
The token that cancels the load operation.
Returns
Type | Description |
|---|---|
| Awaitable<T> | The loaded localized asset, or null when the entry has no asset for the locale. |
Remarks
The entry resolves in the requested locale, following the fallback chain when it has no asset. The loaded asset is cached per locale and variant, so a matching entry is loaded once and reused. Release cached assets with ResourceDatabase.ReleaseAssets or ResourceDatabase.ReleaseAllAssets when they are no longer needed.
Loads a localized sprite for the selected locale.
Examples
using Unity.Localization;using UnityEngine;namespace Unity.Localization.Samples{ public class GetLocalizedAssetAsyncExample : MonoBehaviour { async void Start() { Sprite flag = await LocalizationSettings.ResourceDatabase .GetLocalizedAssetAsync<Sprite>("UI Assets", "flag"); Debug.Log(flag != null ? flag.name : "no flag"); } }}