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Question Loading all the tables always in memory

Discussion in 'Localization Tools' started by nekroraptor, Jan 24, 2024.

  1. nekroraptor

    nekroraptor

    Joined:
    Sep 9, 2018
    Posts:
    6
    Hi!!
    Im using the localization package and is really useful!
    We have Spanish and English locales for now, and multiple string tables, depending on the situation (menus, interface or subtitles per scene).
    We also have assets tables for AudioClips that contains all the conversations for each scene.

    We are loading a new scene that is only using some localized strings for now, but if we run the memory profiler, we can see that all the audios are loaded in the memory. Im a noob with the addressables and I want to load only the tables that are going to be used in the scene.

    • There is a way to load only the tables that are being used? We are using the GameObject Localizer to localize the audioclips, because is an array of clips managed by our own component.
    • I selected "Pack separately" in the assets configuration, but I dont know if I need to do something specific to avoid to pack all the locale in one bundle, and avoid load all the audios from the game for the specific locale.
    • What is the best way to split the localizated textures and audios? one table per scene?

    Thanks!!
     
  2. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,279
    Are you running the profiler in the Editor? The results may not be representative of the player.
    Do you have preloading enabled for your asset tables? This will load all the assets.
    Are the audio clips being shown as loaded in the addressables event viewer? https://docs.unity3d.com/Packages/com.unity.addressables@1.19/manual/EventViewer.html

    It really depends on your usage. If you are using differerent assets per scene then that makes sense. If you have shared assets then it may help to place them into a different table.