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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.

locale

The locale to resolve in; null uses the selected locale.

cancellationToken

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"); } }}