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    Class SerenityFallbackLocalizationService.StringTableJson

    JSON-serialisable shape of one exported (table, locale) pair. Parallel Keys/Values arrays rather than a Dictionary<string,string> because Unity's JsonUtility cannot round-trip generic dictionaries. The exporter writes the same shape on the editor side — the contract between the two is this class.

    Inheritance
    object
    SerenityFallbackLocalizationService.StringTableJson
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.Localization.Infrastructure.Services
    Assembly: Serenity.UnityLocalization.Infrastructure.dll
    Syntax
    public class SerenityFallbackLocalizationService.StringTableJson

    Constructors

    StringTableJson()

    Declaration
    public StringTableJson()

    Fields

    Keys

    Translation keys (parallel array to Values).

    Declaration
    public string[] Keys
    Field Value
    Type Description
    string[]

    LocaleCode

    ISO locale code this file translates to (e.g. "en", "es", "pt-BR"). Matches GetGameLanguage()'s return value contract.

    Declaration
    public string LocaleCode
    Field Value
    Type Description
    string

    TableName

    Name of the Unity Localization StringTableCollection this file came from (e.g. "Global"). Informational — the runtime currently merges all tables together, but keeping the field lets future slices route lookups per-table without changing the file format.

    Declaration
    public string TableName
    Field Value
    Type Description
    string

    Values

    Translated strings (parallel array to Keys).

    Declaration
    public string[] Values
    Field Value
    Type Description
    string[]
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