logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Class PreviewLocalization

    Best-effort, edit-mode translation of localization keys for the View Preview, so the preview shows the same text the game would instead of raw keys (which are much longer and overflow the screen).

    Inheritance
    object
    PreviewLocalization
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.Ui.Infrastructure.Editor.Preview
    Assembly: Serenity.UnityUi.Infrastructure.Editor.dll
    Syntax
    public static class PreviewLocalization
    Remarks

    The runtime localization service isn't available in edit mode, so this reads the project's StringTableCollections directly through the editor Localization API via reflection — that way this file compiles and runs even if the Localization package/API isn't present or changes; any failure simply leaves the original key (the preview's "Fit" zoom keeps it visible either way). Among the tables that have a value for a key, LocalePreviewMatcher picks the one matching LocalizationSettings.SelectedLocale (via Serenity.Global.Infrastructure.Editor.UnityLocalizationLocaleEditorUtils), falling back to English, then to any hit. Results are cached.

    Methods

    ClearCache()

    Drops cached lookups (e.g. when the user hits Refresh).

    Declaration
    public static void ClearCache()

    Translate(string)

    Translates key to the project's text, or returns it unchanged on any miss.

    Declaration
    public static string Translate(string key)
    Parameters
    Type Name Description
    string key
    Returns
    Type Description
    string
    In this article
    © 2026 Serenity. All Rights Reserved