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Localize Texture Empty Table Reference

Discussion in 'Localization Tools' started by satchell, Jan 5, 2020.

  1. satchell

    satchell

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    Using Unity 2019.3.0f4 and Localization package Preview 0.5.1. The raw image with the attached Localize Texture component as shown here in the quick start guide is different for me.

    localtexture.PNG

    Not sure this is how the Localization Texture is supposed to be? Anyone else using Localize Texture component that can help?

    When I play the scene this is the result.
    ArgumentException: Empty Table Reference. Must contain a Guid or Table Name
    UnityEngine.Localization.Tables.TableReference.Validate () (at Library/PackageCache/com.unity.localization@0.5.1-preview/Runtime/Tables/TableReference.cs:101)
    UnityEngine.Localization.Settings.LocalizedAssetDatabase.GetLocalizedAssetAsync[TObject] (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Tables.TableEntryReference tableEntryReference) (at Library/PackageCache/com.unity.localization@0.5.1-preview/Runtime/Settings/Database/LocalizedAssetDatabase.cs:41)
    UnityEngine.Localization.LocalizedAsset`1[TObject].LoadAssetAsync () (at Library/PackageCache/com.unity.localization@0.5.1-preview/Runtime/Localized Reference/LocalizedAssetReference.cs:61)
    UnityEngine.Localization.LocalizedAsset`1[TObject].HandleLocaleChange (UnityEngine.Localization.Locale _) (at Library/PackageCache/com.unity.localization@0.5.1-preview/Runtime/Localized Reference/LocalizedAssetReference.cs:74)
    UnityEngine.Localization.LocalizedAsset`1[TObject].ForceUpdate () (at Library/PackageCache/com.unity.localization@0.5.1-preview/Runtime/Localized Reference/LocalizedAssetReference.cs:66)
    UnityEngine.Localization.LocalizedAsset`1[TObject].RegisterChangeHandler (UnityEngine.Localization.LocalizedAsset`1+ChangeHandler[TObject] handler) (at Library/PackageCache/com.unity.localization@0.5.1-preview/Runtime/Localized Reference/LocalizedAssetReference.cs:40)
    UnityEngine.Localization.Components.LocalizedAssetBehaviour`1[TObject].OnEnable () (at Library/PackageCache/com.unity.localization@0.5.1-preview/Runtime/Component Localizers/LocalizedAssetBehaviour.cs:34)
     
    Last edited: Feb 1, 2020
  2. karl_jones

    karl_jones

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    Oh, this is due to changes in serialization between 2019.3 and 2020.1.
    Ill take a look on Monday, I suspect we are a bit too liberal with our use of generics.
     
    satchell likes this.
  3. davidgames-android

    davidgames-android

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    I'm having the same issue, any help?
     
  4. karl_jones

    karl_jones

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    Hi, Sorry it looks like I totally forgot to look into this. Would you be able to file a bug report? That way it wont get forgotten about ;)
    Post the number here so I can track it.
     
  5. satchell

    satchell

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    karl_jones likes this.
  6. small2

    small2

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    Hi,

    I am trying to use the package and I run in the same issue: I follow the quickstart, and when I create a table and add some entries, once I quit and reopen the project it saves my entries but I does not serialize the reference to each localized objects. I tried it on empty projects across different version of the 2019.3 releases with the same issue. Any idea where this bug could come from?
     
  7. satchell

    satchell

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  8. karl_jones

    karl_jones

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    Thanks.
    This is an issue we have in our use of generics. It works now in 2020.1 and will be fixed in 2019.3 in the next release of the localization package.
     
    Last edited: Feb 17, 2020
    satchell likes this.
  9. small2

    small2

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    Thanks Karl and satchell! Do you have an ETA on the date of the next release? We have some use for it in one of our project and I'm still pondering whether I should wait for the fix or go for an in-house solution we would cook.

    Cheers!
     
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  10. karl_jones

    karl_jones

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    I'm just waiting for the changes to be approved and then I can push a new release. So by the end of the week hopefully.
     
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  11. karl_jones

    karl_jones

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    Hi,
    0.6.1-preview is released now, this should fix your issues. Please let me know if it does not.
     
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  12. satchell

    satchell

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    Awesome! Looks like the component is working in the inspector now and am able to set the fields as shown in the Quick Start.
    There is another issue I'll look into regarding the Asset Tables not retaining the textures for some reason. I think I'd seen another thread on the topic so I'll keep messing around...

    Thanks Karl!
     
  13. karl_jones

    karl_jones

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    Hmm. Well if you can reproduce it then please file a bug report and post the number here so I can track it.
    Less chance of me forgetting about it this way ;)
     
    satchell likes this.
  14. JeanSmall

    JeanSmall

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    I still have the same issue, is there something I'm missing to save the asset tables? It retains the link to the textures as long as my project is open. Whenever I close/reopen the project it loses the references to the textures (but not the entries, they are serialized). Sometime when I fiddle with the metadata/comments part of the textures get serialized (but not all of them?). It's a bit hard to open a ticket since it's hard to reproduce the rare cases where it succeeds. Any idea where that might come from?
     
  15. karl_jones

    karl_jones

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    Are these references in scenes or prefabs?
     
  16. JeanSmall

    JeanSmall

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    No they are not, they are reference to texture assets located the project's asset folder. You mean that it won't serialize unless said asset is already referenced in the scene?
    What I understood: I create a table, I link my different localized textures to an entry in the table. I then use the localize feature to a RawImage component, link to the right table and then entry. It just works as long as I don't close/reopen the project, that's when I loose my references to the textures :/.
     
  17. karl_jones

    karl_jones

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    No it should work as you describe. Im just trying to pinpoint what the problem could be.
    When you lose the reference, could you change the inspector mode to debug(right-click the header) and check the values that the LocalizeTexture has?
    It could be that it is serializing correctly but failing to find the texture in Addressables.
    When it fails could you also open the Addresssables window (Window/Asset Management/Addressables/Groups) and check the texture is in a Localization group
     
  18. satchell

    satchell

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    2019.3.2f1 & 0.6.1
    The values from the Addressables Groups window filled and stayed filled on my most recent attempt, not always the case. Hard to say there's an issue for the inconsistent results or my use and gaining experience in Localization with Addressables. The Asset Tables still lose reference when Unity is closed and reopened.

    The Debug Inspector fields don't change from their initial settings from inserting to the Asset Tables to Unity restart.

    Hope this helps. I want to make sure I'm not pointing in the wrong direction so bare with me...
     
    JeanSmall likes this.
  19. karl_jones

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    Are you able to share a project where the values have been lost? Maybe I can spot something
     
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  20. satchell

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    Okay here you go 1222843
     
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  21. karl_jones

    karl_jones

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    Thanks, ill take a look tomorrow.
     
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  22. JeanSmall

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    I'll try to get back to you soon too, I had to switch to another project.
     
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  23. karl_jones

    karl_jones

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    Hi,
    I believe I know what the issue is. When the serialization fails do you see an error in the console that says 'Generating diff of this object for undo because the type tree changed.'?

    When you first add an asset to an Asset Table, we add an entry into the Metadata to track the Type of asset, this entry uses the new SerializeReference feature. There is currently a bug that causes this error to be thrown the first time, any serialization performed after this can be lost. This should only happen the first time you add an asset of a type that is not already in the table.
    If you see this error then close the table, Select Project/Save Assets and then reopen the table, if the data is lost then re-add the assets, this time it should be saved without any errors.

    This is the bug https://issuetracker.unity3d.com/is...zedobject-is-a-script-with-managed-references
    Once its fixed then this problem should go away
     
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  24. satchell

    satchell

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    There is no failure I think or at least an error. The issue quit simply is when I reopen Unity the tables are empty. That's the best explanation I have.

    I will keep an eye on the SERIALIZEDPROPERTY issue most likely the case.

    But again there is no error in the console to describe the issue just add the images, save anything and everything, close unity, reopen and the fields are empty w/ no errors.

    Thanks
     
  25. satchell

    satchell

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    Received an email regarding this issue.

    Your bug Asset Tables lose Texture Reference after reopening the project has been confirmed and transferred to the appropriate internal development team at Unity.

    We have also transferred it to our new internal bug tracking system which means that the previous link to the Fogbugz case will no longer be updated.

    Instead you can check the status of your report at the following URL (after signing up and creating your password):
    https://unity3d.atlassian.net/servicedesk/customer/portal/2/IN-396
    ...
     
  26. karl_jones

    karl_jones

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    Yes, we have the bug. I'm waiting to see if the fix for https://issuetracker.unity3d.com/is...zedobject-is-a-script-with-managed-references solves the issue.
    Localization is also an early adopter of the new bug tracking system :cool:
     
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  27. Alexis-Dev

    Alexis-Dev

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    Any news? :)
     
  28. karl_jones

    karl_jones

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  29. Exentro

    Exentro

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    I had this issue too in my first test project, then it mysteriously vanished after importing my stuff in another project.
    I actually suspect the Odin Serializer to solve that.
    But it broke the "LocalizedSprite" serialization, wich can be fixed using the Odin attribute [DrawWithUnity].
     
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  30. cathard

    cathard

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    Same problem in 2019.3.7f1 version
     
  31. Alexis-Dev

    Alexis-Dev

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    Still on 2019.3.9f1 :(
     
  32. karl_jones

    karl_jones

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    Yeah looks like it's not caused by that bug. We will look into it
     
  33. Alexis-Dev

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    Hello,

    I try to had some metadata to test JeanSmall post.
    If you add table metadata, the texture don't disappear when you close/reopen project : upload_2020-4-21_10-44-53.png

    Other Metadata such as Shared and Entry did nothing. And you lose the texture.

    But when I click on play mode, null reference exception appear :

    And the texture is null : upload_2020-4-21_10-56-9.png

    But if I change the language the texture is localized... upload_2020-4-21_10-56-46.png

    I don't know if this post will help to find the problem.

    Best,
    Alexis
     
  34. karl_jones

    karl_jones

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    Hi. Thanks for the info.
    It seems to be a bug in our Undo code, some parts are not being recorded correctly. We are working on a fix, it should be in the next version 0.7.0.
     
  35. Alexis-Dev

    Alexis-Dev

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    Alright, so when the version 0.7.0 will be released? :D
     
  36. karl_jones

    karl_jones

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    Haha good question. Its looking like it will be quite a big release so maybe a month or two. Internally we have also improved our processes and QA so now each future release should be getting more testing however this does mean that releases will take a bit longer.
     
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  37. the_Whizzkid

    the_Whizzkid

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    Unity 2019.3.13f, Localization 0.6.1
    I'm not sure, but i think my error is slightly different: I'm loosing my Audio assets without closing and opening my project, they just disapear sometimes while scripting and runnng the project (4 times now within 3 hours of scripting).
    The Keys on the left side stay. The first 5 Lines of them were created days ago, the rest was added today (all manually, not with a script nor import). The first 5 entries stay always, all of the rest just disapears randomly. My texts in another table stay. (Lost them only once in the beginning).
    I assigned only 2 of those to an object, the rest is assigned per script at runtime.

    upload_2020-5-24_16-45-29.png
    here the filled table, looks like this is when the rest is gone.
    upload_2020-5-24_16-45-16.png upload_2020-5-24_16-51-18.png

    2 Errors showing up when running in play mode: (always, even when the table is filled).

    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.Localization.Settings.LocalizedDatabase`2[TTable,TEntry].GetTableLoadTable (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Locale locale) (at Library/PackageCache/com.unity.localization@0.6.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:191)
    UnityEngine.Localization.Settings.LocalizedDatabase`2[TTable,TEntry].GetTableLoadTable (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] sharedTableDataOperation, UnityEngine.Localization.Locale locale) (at Library/PackageCache/com.unity.localization@0.6.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:212)
    UnityEngine.Localization.Settings.LocalizedDatabase`2+<>c__DisplayClass23_0[TTable,TEntry].<GetTableLoadTable>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] op) (at Library/PackageCache/com.unity.localization@0.6.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:188)
    UnityEngine.ResourceManagement.ChainOperation`2[TObject,TObjectDependency].Execute () (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/AsyncOperations/ChainOperation.cs:34)
    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:413)
    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].<.ctor>b__33_0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle o) (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:113)
    DelegateList`1[T].Invoke (T res) (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/Util/DelegateList.cs:69)
    UnityEngine.Debug:LogException(Exception)
    DelegateList`1:Invoke(AsyncOperationHandle) (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/Util/DelegateList.cs:73)
    UnityEngine.ResourceManagement.Util.DelayedActionManager:LateUpdate() (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/Util/DelayedActionManager.cs:169)

    And (looks like the same to me):

    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.Localization.Settings.LocalizedDatabase`2[TTable,TEntry].GetTableLoadTable (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Locale locale) (at Library/PackageCache/com.unity.localization@0.6.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:191)
    UnityEngine.Localization.Settings.LocalizedDatabase`2[TTable,TEntry].GetTableLoadTable (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] sharedTableDataOperation, UnityEngine.Localization.Locale locale) (at Library/PackageCache/com.unity.localization@0.6.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:212)
    UnityEngine.Localization.Settings.LocalizedDatabase`2+<>c__DisplayClass23_0[TTable,TEntry].<GetTableLoadTable>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] op) (at Library/PackageCache/com.unity.localization@0.6.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:188)
    UnityEngine.ResourceManagement.ChainOperation`2[TObject,TObjectDependency].Execute () (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/AsyncOperations/ChainOperation.cs:34)
    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:413)
    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].<.ctor>b__33_0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle o) (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:113)
    DelegateList`1[T].Invoke (T res) (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/Util/DelegateList.cs:69)
    UnityEngine.Debug:LogException(Exception)
    DelegateList`1:Invoke(AsyncOperationHandle) (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/Util/DelegateList.cs:73)
    UnityEngine.ResourceManagement.Util.DelayedActionManager:LateUpdate() (at Library/PackageCache/com.unity.addressables@1.8.3/Runtime/ResourceManager/Util/DelayedActionManager.cs:169)

    I hope this issue get fixed, too.
     
  38. karl_jones

    karl_jones

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    Hi,

    So the original issue is a bug in Unity. The assets are not being set dirty correctly which means the changes do not get saved. I have raised a bug for the issue https://issuetracker.unity3d.com/is...rty-when-using-iserializationcallbackreceiver
    We have a workaround for this in 0.7.0 which we are working on, it should allow changes to be saved now however the Undo behaviour will still be broken until we can get the main bug fixed.

    The other issue you have looks like a different bug that by the LocalizedDatabase trying to access the SelectedLocale before Initialization has competed, this results in a null Locale and an exception. We have already fixed this in 0.7.

    So hopefully your issues will be solved in the next release. Next week we will finish the docs and run QA over 0.7.0, if everything goes well then I expect we should have a release ready by the next week (eta 1st June)
     
  39. the_Whizzkid

    the_Whizzkid

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    Hi,
    sounds great, I started thinking about doing the whole localization in a separate DB.
    But next week sounds good, I'll wail for that release. :cool:
     
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  40. SDX_2012

    SDX_2012

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    Hi Karl, do you have any update about release date? I'm also having same issue and only using text translations. Also wondering the same as other users about waiting or making a home made solution to this. Regards
     
  41. karl_jones

    karl_jones

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    Hi,
    Sorry we have been delayed by the documentation. We need to get it finished before we can release as they are tied together internally.
    The plan is to release Monday now. If the docs are not ready by then we may release without and do a follow-up release with the docs.
     
  42. the_Whizzkid

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    Hi Karl,
    thank you, i do understand the need of a quality system, I had to do with this on my job, too... lots of more work and documentation, but at the end it's worth the time invested into that.

    I updated today to V 0.7.1. All my tables from 0.6 disapeard in the Localization Tab. I created my String tables anew with other tablenames and filled about 60 Texts in 3 language (copy Paste from Text file). I've redone the Asset table with audio files. I got the Strings to work (with all those changes made in the nre release). Asset (Audio in my case) works only in part. Seems that the entries do not get lost anymore, so that is an improvment. But : Only 4 of 15 audio do work. (the 1st four entries). In version 6.x, only the first 5 stayed, the rest got lost. May be there is still something wrong with the assignment? The entries are shown, but the link to the Assets is gone? Those 4 working are the ones with the same key as those wich stayed in the v 0.6, see my previous posts.

    Here are also 2 errors when starting the game:
    upload_2020-6-8_22-30-13.png

    Here is the error when the audio is not being found:
    Exception encountered in operation UnityEngine.ResourceManagement.ResourceManager+CompletedOperation`1[UnityEngine.AudioClip], result='', status='Failed': Could not load asset Mom_WhyDontYouGo_2_3
    UnityEngine.Localization.LocalizedReference:set_TableEntryReference(TableEntryReference)
    AudioSubTitle:playKey(String) (at Assets/__Scripts/AudioSubTitle.cs:13)
    <PlaySoundFile>d__6:MoveNext() (at Assets/__Scripts/Scene1Actions.cs:109)
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)


    upload_2020-6-8_22-34-12.png

    upload_2020-6-8_22-28-52.png

    I guess it has to do with this: there is still the "Localization" folder, and my old Tables are in there. The new tables are in the other 2 Folders. It seems as if there are still calls to the old Localization folder tables?
    upload_2020-6-8_22-37-41.png
    If I remove the old Localization folder completly, I get lots of errors like those ones:
    No locale could be selected. Please check available locales and startup selector.
    UnityEngine.Localization.Settings.LocalizationSettings:get_SelectedLocale()
    <Start>d__1:MoveNext() (at Assets/__Scripts/LocaleDropdown.cs:26)
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

    MissingReferenceException: The object of type 'Locale' has been destroyed but you are still trying to access it.
    Your script should either check if it is null or you should not destroy the object.
    UnityEngine.Object.get_name () (at <e98ed0368295432e8c11e52d6243ee11>:0)

    ArgumentNullException: Value cannot be null.
    Parameter name: locale
    UnityEngine.Localization.Settings.LocalizedDatabase`2[TTable,TEntry].GetTableAsync (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Locale locale) (at Library/PackageCache/com.unity.localization@0.7.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:112)
    UnityEngine.Localization.Settings.LocalizedDatabase`2[TTable,TEntry].GetTableEntryAsync (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Tables.TableEntryReference tableEntryReference, UnityEngine.Localization.Locale locale) (at Library/PackageCache/com.unity.localization@0.7.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:149)
    UnityEngine.Localization.Settings.LocalizedDatabase`2[TTable,TEntry].GetTableEntryAsync (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Tables.TableEntryReference tableEntryReference) (at Library/PackageCache/com.unity.localization@0.7.1-preview/Runtime/Settings/Database/LocalizedDatabase.cs:168)
    UnityEngine.Localization.LocalizedString.HandleLocaleChange (UnityEngine.Localization.Locale _) (at Library/PackageCache/com.unity.localization@0.7.1-preview/Runtime/Localized Reference/LocalizedString.cs:200)
    UnityEngine.Localization.LocalizedString.ForceUpdate () (at Library/PackageCache/com.unity.localization@0.7.1-preview/Runtime/Localized Reference/LocalizedString.cs:187)
    UnityEngine.L
    LocaleDropdown+<Start>d__1.MoveNext () (at Assets/__Scripts/LocaleDropdown.cs:28)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e98ed0368295432e8c11e5

    Beside this, I saw there are are 2 .asset files (with an additional 1) for de and it, but not for en. Why? All 3 languages have at least 1 Audio file assigned.
    upload_2020-6-8_22-32-3.png

    So i guess i have to clean up the old tables. but how?

    regards,
    Martin
     
  43. the_Whizzkid

    the_Whizzkid

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    Hi, just read that part for the 3rd time: upload_2020-6-8_23-13-59.png

    With the last sentence it is meant to select this in the "Project", not in the "Edit Table Collection", I guess?
    Was i supposed to press "Add table to collection"? (Not "Create Collection")
    upload_2020-6-8_23-15-16.png

    (Now it doesn't work anymore, as the Keys exists now in the newly created table.) Quite a mess.

    Now I found the solution to answer to my last question above, but don't understand why the 2 tables were created in first place:
    upload_2020-6-8_23-21-15.png
     
  44. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
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    Oh no you didn't need to do that :(
    Did you read the release information I put up? https://forum.unity.com/threads/release-announcements-and-notes.597262/#post-5952359
    You just needed to click on the table asset and create a collection asset, then the tables will appear in the editor again.
    The fix is more of a workaround at the moment while we wait for a full fix in Unity. This is the bug https://issuetracker.unity3d.com/product/unity/issues/guid/1240528/

    Can you give me some steps to reproduce the asset table issues? Ill see if I can create a workaround that actually works.
     
  45. karl_jones

    karl_jones

    Unity Technologies

    Joined:
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    The keys are in the Shared Data asset, the values are in the table. so you should be ok
     
  46. karl_jones

    karl_jones

    Unity Technologies

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    Sounds like you deleted the project Locales
     
  47. the_Whizzkid

    the_Whizzkid

    Joined:
    Apr 15, 2020
    Posts:
    20
    As I'm getting now +200 errors, I'm going to take a clean back up tomorrow and try to do like described, now that i know what to do... I'll let you know.
     
    karl_jones likes this.
  48. the_Whizzkid

    the_Whizzkid

    Joined:
    Apr 15, 2020
    Posts:
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    Ok, I startet with a clean backup and now it works as described, old Tables remain, objects stay.
    Sorry for the mess, I didn't duplicate well what to do with the old tables... beginner mistakes :confused:
    Glad it works now, will get going with that and see if it is fitting to my project when there is more content coming.
     
    satchell and karl_jones like this.
  49. SDX_2012

    SDX_2012

    Joined:
    Jul 31, 2019
    Posts:
    6
    Hi Karl, I've updated to v0.71 with no problems. I pushed this to production as game has few users (around 5k). the main error "java.lang.Exception: ArgumentException : Empty Table Reference. Must contain a Guid or Table Name" has not returned.

    A new error appeared, that's all the information showed in crashlytics

    Before exporting AAB and APK I went to addressables group and did a new build. So everything should be updated and exported.
    Any ideas?
    Thanks
     
  50. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
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    This error is because there is no SelectedLocale. Does your project have Locales and it is able to select one using the LocaleSelectors?