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Bug Have to manually set locale every time

Discussion in 'Localization Tools' started by syjgin, Jul 29, 2021.

  1. syjgin

    syjgin

    Joined:
    Feb 13, 2015
    Posts:
    136
    After last update, every time I open the project, I have to manually set active locale in the "Localization scene controls" window. After restarting, active locale is again become None. Without active locale, no localization content can be loaded in play mode: "
    System.Exception: SelectedLocale is null
    UnityEngine.Localization.Components.LocalizeStringEvent:OnEnable () (at Library/PackageCache/com.unity.localization@1.0.0-pre.10/Runtime/Component Localizers/LocalizeStringEvent.cs:81)"
     
    _eternal and eileensunblink like this.
  2. karl_jones

    karl_jones

    Unity Technologies

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    Posts:
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    Are you using WaitForCompletion on your LocalizeStringEvent? This is a known bug, we will have a fix in the next release. You can disable the WaitForCompletion flag to fix the issue for now.
    Could you please file a bug report for this?
     
  3. syjgin

    syjgin

    Joined:
    Feb 13, 2015
    Posts:
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    Ok, I will return async way of localization string obtaining, which I used before previous version. If this bug will persist, I will file report
     
    karl_jones likes this.
  4. syjgin

    syjgin

    Joined:
    Feb 13, 2015
    Posts:
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    I have removed all syncronous localization retrieving, but that has no effect. I still have to set localization manually here: upload_2021-7-30_12-0-25.png
    If localization is not set (which returns every time editor opened), there are following stacktrace:
    Code (CSharp):
    1. OperationException : SelectedLocale is null
    2.  
    3. UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1/<>c__DisplayClass57_0<UnityEngine.Localization.Settings.LocalizationSettings>:<add_CompletedTypeless>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Settings.LocalizationSettings>)
    4. DelegateList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Settings.LocalizationSettings>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Settings.LocalizationSettings>) (at Library/PackageCache/com.unity.addressables@1.18.13/Runtime/ResourceManager/Util/DelegateList.cs:69)
    5. UnityEngine.Localization.InitializationOperation:<LoadLocales>b__10_0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>)
    6. DelegateList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>) (at Library/PackageCache/com.unity.addressables@1.18.13/Runtime/ResourceManager/Util/DelegateList.cs:69)
    7. UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1<UnityEngine.Localization.Locale>:OnWrappedCompleted (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>)
    8. DelegateList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>) (at Library/PackageCache/com.unity.addressables@1.18.13/Runtime/ResourceManager/Util/DelegateList.cs:69)
    9. UnityEngine.Localization.Components.LocalizeStringEvent:OnEnable () (at Library/PackageCache/com.unity.localization@1.0.0-pre.10/Runtime/Component Localizers/LocalizeStringEvent.cs:81)
    I will try to file the bugreport, but current project is too large to be attached
     
  5. karl_jones

    karl_jones

    Unity Technologies

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    One last thing to try is enabling this
    upload_2021-7-30_10-25-13.png

    The errors are caused when you try to access the selected locale as you are swithcing between edit mode and play mode, it will try and incorrectly use the Editor Locale, which you have set as null in that screenshot. Another workaround would be to just make sure the Scene/Editor Locale is set to something.
     
  6. zdolezal

    zdolezal

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    I am having this behavior after upgrade from `pre.9` to `pre.10`. Whenever I launch the game, I am getting selected locale is Null.

    I haven't found the workaround & cause yet. Turning "initialize synchronously" on does not help.

    OperationException : SelectedLocale is null

    0x00007ff6ba96596c (Unity) StackWalker::GetCurrentCallstack
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    0x000002df1c597d1a (Mono JIT Code) UnityEngine.Debug:LogError (object)
    0x000002df1c5978cb (Mono JIT Code) [AddressablesImpl.cs:259] UnityEngine.AddressableAssets.AddressablesImpl:LogException (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle,System.Exception)
    0x000002df1c5975ac (Mono JIT Code) [AsyncOperationBase.cs:306] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:set_OperationException (System.Exception)
    0x000002df1c54c13b (Mono JIT Code) [AsyncOperationBase.cs:425] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:Complete (TObject_REF,bool,System.Exception,bool)
    0x000002df1c54b4c3 (Mono JIT Code) [AsyncOperationBase.cs:388] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:Complete (TObject_REF,bool,string,bool)
    0x000002df1c54b29b (Mono JIT Code) [AsyncOperationBase.cs:372] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:Complete (TObject_REF,bool,string)
    0x000002df1c59663b (Mono JIT Code) [LoadTableOperation.cs:35] UnityEngine.Localization.LoadTableOperation`2<TTable_REF, TEntry_REF>:Execute ()
    0x000002df1c508fa8 (Mono JIT Code) [AsyncOperationBase.cs:471] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:InvokeExecute ()
    0x000002df1c58a643 (Mono JIT Code) [AsyncOperationBase.cs:122] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:<.ctor>b__35_0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle)
    0x000002df1c585eeb (Mono JIT Code) [AsyncOperationBase.cs:288] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1/<>c__DisplayClass57_0<TObject_REF>:<add_CompletedTypeless>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<TObject_REF>)
    0x000002df1c595e8f (Mono JIT Code) [DelegateList.cs:69] DelegateList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Settings.LocalizationSettings>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Settings.LocalizationSettings>)
    0x000002df1c54d015 (Mono JIT Code) [AsyncOperationBase.cs:336] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:InvokeCompletionEvent ()
    0x000002df1c54c993 (Mono JIT Code) [AsyncOperationBase.cs:444] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:Complete (TObject_REF,bool,System.Exception,bool)
    0x000002df1c54b4c3 (Mono JIT Code) [AsyncOperationBase.cs:388] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:Complete (TObject_REF,bool,string,bool)
    0x000002df1c54b29b (Mono JIT Code) [AsyncOperationBase.cs:372] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:Complete (TObject_REF,bool,string)
    0x000002df1c594e0b (Mono JIT Code) [InitializationOperation.cs:101] UnityEngine.Localization.InitializationOperation:FinishInitializing (bool,string)
    0x000002df1c592eb3 (Mono JIT Code) [InitializationOperation.cs:80] UnityEngine.Localization.InitializationOperation:preloadTables ()
    0x000002df1c592453 (Mono JIT Code) [InitializationOperation.cs:50] UnityEngine.Localization.InitializationOperation:<LoadLocales>b__10_0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>)
    0x000002df1c58583f (Mono JIT Code) [DelegateList.cs:69] DelegateList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>)
    0x000002df1c54d015 (Mono JIT Code) [AsyncOperationBase.cs:336] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:InvokeCompletionEvent ()
    0x000002df1c54c993 (Mono JIT Code) [AsyncOperationBase.cs:444] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:Complete (TObject_REF,bool,System.Exception,bool)
    0x000002df1c58dc93 (Mono JIT Code) [ChainOperation.cs:193] UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1<TObject_REF>:OnWrappedCompleted (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<TObject_REF>)
    0x000002df1c58583f (Mono JIT Code) [DelegateList.cs:69] DelegateList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Locale>)
    0x000002df1c54d015 (Mono JIT Code) [AsyncOperationBase.cs:336] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:InvokeCompletionEvent ()
    0x000002df1c57f0f3 (Mono JIT Code) [AsyncOperationBase.cs:530] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:UnityEngine.ResourceManagement.AsyncOperations.IAsyncOperation.InvokeCompletionEvent ()
    0x000002df1c57ee69 (Mono JIT Code) [ResourceManager.cs:1032] UnityEngine.ResourceManagement.ResourceManager:ExecuteDeferredCallbacks ()
    0x000002df1c57e31b (Mono JIT Code) [ResourceManager.cs:1085] UnityEngine.ResourceManagement.ResourceManager:Update (single)
    0x000002df1c582493 (Mono JIT Code) [GroupOperation.cs:50] UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion ()
    0x000002df1c57c530 (Mono JIT Code) [AsyncOperationBase.cs:154] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:WaitForCompletion ()
    0x000002df1c57c219 (Mono JIT Code) [AsyncOperationHandle.cs:574] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion ()
    0x000002df1c57d2eb (Mono JIT Code) [ChainOperation.cs:168] UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1<TObject_REF>:InvokeWaitForCompletion ()
    0x000002df1c57c530 (Mono JIT Code) [AsyncOperationBase.cs:154] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:WaitForCompletion ()
    0x000002df1c581993 (Mono JIT Code) [AsyncOperationHandle.cs:178] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<TObject_REF>:WaitForCompletion ()
    0x000002df1c57d5a3 (Mono JIT Code) [ChainOperation.cs:177] UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1<TObject_REF>:InvokeWaitForCompletion ()
    0x000002df1c57c530 (Mono JIT Code) [AsyncOperationBase.cs:154] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:WaitForCompletion ()
    0x000002df1c57c219 (Mono JIT Code) [AsyncOperationHandle.cs:574] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion ()
    0x000002df1c57d2eb (Mono JIT Code) [ChainOperation.cs:168] UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1<TObject_REF>:InvokeWaitForCompletion ()
    0x000002df1c57c530 (Mono JIT Code) [AsyncOperationBase.cs:154] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:WaitForCompletion ()
    0x000002df1c57c219 (Mono JIT Code) [AsyncOperationHandle.cs:574] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion ()
    0x000002df1c57cd33 (Mono JIT Code) [WaitForCurrentOperationAsyncOperationBase.cs:41] UnityEngine.Localization.WaitForCurrentOperationAsyncOperationBase`1<TObject_REF>:InvokeWaitForCompletion ()
    0x000002df1c57c530 (Mono JIT Code) [AsyncOperationBase.cs:154] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:WaitForCompletion ()
    0x000002df1c57c219 (Mono JIT Code) [AsyncOperationHandle.cs:574] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion ()
    0x000002df1c57ca23 (Mono JIT Code) [WaitForCurrentOperationAsyncOperationBase.cs:32] UnityEngine.Localization.WaitForCurrentOperationAsyncOperationBase`1<TObject_REF>:InvokeWaitForCompletion ()
    0x000002df1c57c530 (Mono JIT Code) [AsyncOperationBase.cs:154] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<TObject_REF>:WaitForCompletion ()
    0x000002df1c57c219 (Mono JIT Code) [AsyncOperationHandle.cs:574] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion ()
    0x000002df1c57b893 (Mono JIT Code) [WaitForCurrentOperationAsyncOperationBase.cs:32] UnityEngine.Localization.WaitForCurrentOperationAsyncOperationBase`1<UnityEngine.Localization.Settings.LocalizedDatabase`2/TableEntryResult<UnityEngine.Localization.Tables.StringTable, UnityEngine.Localization.Tables.StringTableEntry>>:InvokeWaitForCompletion ()
    0x000002df1c57b387 (Mono JIT Code) [AsyncOperationBase.cs:154] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1<UnityEngine.Localization.Settings.LocalizedDatabase`2/TableEntryResult<UnityEngine.Localization.Tables.StringTable, UnityEngine.Localization.Tables.StringTableEntry>>:WaitForCompletion ()
    0x000002df1c57adbb (Mono JIT Code) [AsyncOperationHandle.cs:178] UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.Localization.Settings.LocalizedDatabase`2/TableEntryResult<UnityEngine.Localization.Tables.StringTable, UnityEngine.Localization.Tables.StringTableEntry>>:WaitForCompletion ()
    0x000002df1ad8edf3 (Mono JIT Code) [LocalizedString.cs:355] UnityEngine.Localization.LocalizedString:HandleLocaleChange (UnityEngine.Localization.Locale)
    0x000002df1ad8ddfb (Mono JIT Code) [LocalizedString.cs:267] UnityEngine.Localization.LocalizedString:ForceUpdate ()
    0x000002df1ad8d36d (Mono JIT Code) [LocalizedString.cs:93] UnityEngine.Localization.LocalizedString:add_StringChanged (UnityEngine.Localization.LocalizedString/ChangeHandler)
    0x000002df1ad8d00b (Mono JIT Code) [LocalizeStringEvent.cs:125] UnityEngine.Localization.Components.LocalizeStringEvent:RegisterChangeHandler ()
    0x000002df1ad8cd7a (Mono JIT Code) [LocalizeStringEvent.cs:81] UnityEngine.Localization.Components.LocalizeStringEvent:OnEnable ()
    0x000002dfee3888b8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    0x00007ffed0e5e650 (mono-2.0-bdwgc) [mini-runtime.c:2812] mono_jit_runtime_invoke
    0x00007ffed0de2ae2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
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    0x00007ff6ba7ed844 (Unity) scripting_method_invoke
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    upload_2021-7-30_12-3-44.png

    upload_2021-7-30_12-4-3.png
     

    Attached Files:

    Last edited: Jul 30, 2021
  7. syjgin

    syjgin

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    yes, it doesn't helped. You can manually set locale in the "Localization scene controls" window
     
  8. zdolezal

    zdolezal

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    Sep 27, 2017
    Posts:
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    sure or by setting the
    LocalizationSettings.SelectedLocale
    . Btw. I am not using any
    WaitForCompletion
    .

    Downgrade to pre.9 version is a workaround for me now as the issue was pretty critical :(.
     
    Last edited: Jul 30, 2021
    karl_jones likes this.
  9. karl_jones

    karl_jones

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    Ah if the issue is happening in player then its something else. What platform are you building to? The Addressables team were investigating some issues with WebGL and WaitForCompletion and unfortunately, it looks like we won't be able to support WaitForCompletion on WebGL due to the single threading restrictions.
     
  10. syjgin

    syjgin

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    In Linux target without WaitForCompletion there are same result
     
  11. zdolezal

    zdolezal

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    I am using 2020.3.14f1, addressables 1.18.13

    I am having issues on Windows and MacOS build targets in the editor. Haven't tried Linux & standalone builds
     
  12. karl_jones

    karl_jones

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    For player issues please try running the Addressables Analyzers. There was a bug in addressables where creating the locales the first time would not correctly apply the locale label which would cause locales to not load in the player and sometimes the editor. The locale analyzer will detect this issue and fix it.
    If that's not the issue then please file a bug report, the more the better :)
     
  13. syjgin

    syjgin

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    Feb 13, 2015
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    upload_2021-7-31_8-12-4.png
    No fixable issues was found, but error is still exjsts.
     
  14. karl_jones

    karl_jones

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    Could you file a bug report please?
     
  15. zdolezal

    zdolezal

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    karl_jones likes this.
  16. PlaycorpStudios

    PlaycorpStudios

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    Aug 2, 2016
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    Has this issue been fixed?

    Do we still need to set the Active Locale everytime we open Unity Editor?
     
  17. karl_jones

    karl_jones

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    What version are you using? Have you tried 1.3.1?
     
  18. PlaycorpStudios

    PlaycorpStudios

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    Thanks for your reply, we are currently using version 1.2.1
    Has this been fixed in version 1.3.1?
     
  19. karl_jones

    karl_jones

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    The bug referenced in this thread was fixed in 1.0.0. so it sounds like you have a different issue. Try 1.3.1 and if it still happens then file a bug report.
     
  20. bilalakil

    bilalakil

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    Jan 28, 2018
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    I found that the locale set in Localization Scene Controls was still being cleared every time I re-opened the project, on package version 1.4.2. I wrote this simple editor script to auto-set the locale:

    Code (CSharp):
    1. using UnityEditor;
    2. using UnityEngine.Localization.Settings;
    3.  
    4. public static class LocaleSetter
    5. {
    6.     [InitializeOnLoadMethod]
    7.     private static void Init() =>
    8.         EditorApplication.update += SetLocaleWhenReady;
    9.  
    10.     private static void SetLocaleWhenReady()
    11.     {
    12.         if (LocalizationSettings.Instance == null)
    13.             return;
    14.         EditorApplication.update -= SetLocaleWhenReady;
    15.        
    16.         if (LocalizationSettings.SelectedLocale == null)
    17.             LocalizationSettings.SelectedLocale = LocalizationSettings.ProjectLocale;
    18.     }
    19. }
    20.  
     
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  21. AdamBebkoSL

    AdamBebkoSL

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    My Localization scene controls is also being cleared on each launch
     
  22. karl_jones

    karl_jones

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    Try using 1.4.3. The locale you set in the Editor wont match the player locale.
    We have 2 locales. The Editor mode and the play mode. Play mode is controlled by the Locale Selectors in the localization settings.
     
    AdamBebkoSL likes this.
  23. Chris_Webb

    Chris_Webb

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    Mar 18, 2014
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    Perhaps I don't understand sorry, but every time we restart the editor, The LocalizationSceneControls default to ActiveLocale = None. Does this seem correct?

    It's honestly pretty confusing for new users of the system, wondering why nothing is localizing in editor by default and having to dig through windows to find out why.
     
    marianabarros likes this.
  24. karl_jones

    karl_jones

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    What version of the package are you using?1.4.3 is the latest and we did fix some bugs related to this.
     
  25. Chris_Webb

    Chris_Webb

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    Mar 18, 2014
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    Hello,

    Hmm strange, we are on 2022.2.10 and I have prerelease packages enabled, but package manager only lets me get up to Localization 1.3.2. I'm not sure whats going on here.
     
  26. karl_jones

    karl_jones

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    Try editing the manifest.json file in the packages folder to force the version. The package manager is not up to date on all unity versions.
     
  27. Chris_Webb

    Chris_Webb

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    Hello,

    Thanks so much, it is remembered correctly now.

    Is there a way (without scripting it as we do currently) to set the project wide default automatically?
     
  28. karl_jones

    karl_jones

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