GetLocalizedString(TableReference, TableEntryReference, Locale, object[], bool, IVariableGroup)
Resolves a localized string synchronously, or null when it cannot be resolved without an asynchronous load.
Read time 1 minuteLast updated 12 days ago
Definition
- Type: Method
- Namespace: Unity.Localization
- Assembly: UnityEngine.LocalizationRuntimeModule
GetLocalizedString(TableReference, TableEntryReference, Locale, Object[], bool, IVariableGroup)
public string GetLocalizedString(TableReference tableRef, TableEntryReference entryRef, Locale locale = null, object[] args = null, bool enableFallback = true, IVariableGroup localVariables = null)
Parameters
The reference to the table collection that holds the entry.
The reference to the string entry to resolve.
The locale to resolve in; null uses the selected locale.
The Smart String arguments to format placeholders with; null when the entry takes no arguments.
Whether to walk the locale fallback chain when the locale has no value.
The extra variables that Smart String placeholders resolve against, in addition to the arguments.
Returns
Type | Description |
|---|---|
| string | The formatted localized string, or null when the table is not loaded or the entry has no value. |
Remarks
This is the synchronous companion to ResourceDatabase.GetLocalizedStringAsync. It resolves from tables already cached for the locale, and otherwise loads the table through any provider that implements ISynchronousAssetProvider (direct references or a load); a table that only a purely asynchronous provider can supply resolves to null until it is loaded. Use it on the main thread when you cannot await. Smart entries are formatted and the locale post-processing hook is applied like the async form.
ResourcesReads an already-loaded string without awaiting.
Examples
using Unity.Localization;using UnityEngine;namespace Unity.Localization.Samples{ public class GetLocalizedStringSyncExample { public void Run() { string label = LocalizationSettings.ResourceDatabase.GetLocalizedString("UI Text", "play-button"); if (label != null) Debug.Log(label); } }}