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Question Localisation Table in AssetBundle downloaded at runtime

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

  1. Aenorya_Pro

    Aenorya_Pro

    Joined:
    Nov 26, 2018
    Posts:
    4
    Hi there,

    I'm working on a system where I have independent stories that can be downloaded by the player at runtime so that they do not have to have them all on their device and they can choose to free space by removing it. I have a fully functional system that generates a defined format for my cdv files which I import in a localization table and everything runs smoothly as long as everything is local in the project.

    I began trying to package each story in an AssetBundle so that I can test my system. Everything goes as planned except for localisation. I did not find a way to build the addressable group at runtime and I'm guessing there is no built table asset I can package in my bundle.

    I just wanna be sure that I'm not missing something really obvious here

    Thank you !
     
  2. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,299
    Asset Tables are stored in Addressable groups which are built as Asset Bundles. The Addressables system does support loading the groups remotely.

    You can have the tables in different groups based on some criteria such as the story. A group can be a single asset bundle or it can be a bundler per asset in the group which can be configured through Addressables.

    More info here https://docs.unity3d.com/Packages/c.../manual/AddressableAssetsHostingServices.html

    You cant build an addressable group in the player but you can create a customer provider which is similar. This user created one to serve string tables from CSV files:

    https://forum.unity.com/threads/creating-stringtable-at-runtime.999439/
     
    Aenorya_Pro likes this.