Class UnityMissingTranslationText
What the running game shows for a localization key no string table translates — the one answer both the runtime text and every edit-time preview read, so a preview can never show clean text for a label the game renders as a missing key.
Inherited Members
Namespace: Serenity.Localization.Infrastructure.Services
Assembly: Serenity.UnityLocalization.Infrastructure.dll
Syntax
public static class UnityMissingTranslationText
Remarks
With Addressables the label is translated by Unity Localization's string database, which formats the project Localization Settings' "No Translation Found" message with the key when its missing-translation behaviour shows the message, and shows nothing otherwise. Resources-only builds translate through Serenity's fallback service, which leaves the key itself on screen. A project with no Localization Settings translates nothing, so the key stays too.
Methods
For(string)
The text the game shows for key when no string table translates it.
Declaration
public static string For(string key)
Parameters
| Type | Name | Description |
|---|---|---|
| string | key |
Returns
| Type | Description |
|---|---|
| string |