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    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.

    Inheritance
    object
    UnityMissingTranslationText
    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 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
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