Search Unity

Change the translations after build?

Discussion in 'Localization Tools' started by i4d2020, May 13, 2020.

  1. i4d2020

    i4d2020

    Joined:
    Jun 21, 2013
    Posts:
    1
    Hello, thanks for this Localization tool :)

    I read everywhere that the asset is addressable, but I couldn't find a concrete example explaining how to do it in the manual. If I have understood correctly, Addressable means that localized/translated text is not dependent of local files and is recovered via a server or something, am I right?

    So for example, is it possible, after having a WebGL build posted online, to change the translation/localization somehow? If yes, how? Via a google spreadsheet? Or another way?
     
  2. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,282
    Hi,
    Yes you can update the translation after a build or host the Addressables on a server etc.
    We dont support updating from other sources such as Google sheets although this could be done through Addressables as a custom provider.

    https://docs.unity3d.com/Packages/com.unity.addressables@1.7/manual/index.html
    https://unity3dtuts.com/host-addressable-assets-on-server/
    https://docs.unity3d.com/Packages/c...manual/AddressableAssetsDevelopmentCycle.html
    https://docs.unity3d.com/Packages/c.../manual/AddressableAssetsCustomOperation.html