Hello! I was just thinking oin change some GameObjects depending on language. And I was thinking can be useful to use as a variable, so i can use as Variable -> Check . But don't know how to settle. I was trying with PopUp, but cannot make it work. Or just with string? Is a way to directly link variable to language settings?
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A custom Action that lets you check the current language can be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/Action_Check_Language
Thanks! Already added and worked. The issue is I dont know why is not responding to the language change. I tested in a lot of way. Also in coding. But still, is changing everything but not the graphics
Configuration:




Result:


I was thinking on maybe mix AC localization with Unity one. That one is easy to use. Is there any issue on using AC for text and Localization Unity for Assets? Or can have any kind of issue?
Are you running this from an ActionList asset, or from one in the scene, and at what time / how? I don't see an issue from the screenshots, but I need to see the wider context.
What's your AC version? In the latest release, if Localization is present, you can opt in the Settings Manager to sync the AC language index with the Localization locale.
I think I will opt to add Localization. In sprites part i think it works better than AC. With an Action List is a little complicate to do it and as I see, its difficult to see on runtime. I will try the Setting manager with AC Language. I think that will save me some headaches
Thanks!
Already installed Localization and it worked fine. So I will keep both.
Anyway, now that I'm on translations, I have a Hint Text that I'm updating in each scene. But when I Gather text the Action List with Menu -> Update Content -> New Label ** is not appearing in the list of translate. I already choose ** Traslatable text types to everything, but still not see where I can translate that options. Is anything I need to add to get that text get translated?
Could be a bug. Open up the script file (ActionMenuSetInputBox), and replace:
with:
Does that cause its text to be included in the gather text process?
That worked thanks! Now when i gather text it includes me the change label stuff
EDIT: Already translate the text lines trough AC Speech, but for some reason, this are the only lines that remain in original language on play
.
I'm not following your meaning - can you elaborate with screenshots?
Ok, here a sample:
Here my translation on Editor:

Here the 2 translations on Play:
English:

Spanish:

All translations works fine, including the text, images and everything added in AC Speech Localization. But the Menu -> Update Content -> New Label in all changes remains the same when play.
What is your AC version, what type of element you're affecting, and when are you running the Action?
AC version: 1.81.7, Unity 2022 LTS. And here the action. Is on my ActionList on Start Scene.
Open up the MenuLabel script, and look for the following around line 510:
Replace this with:
It works!
. I finally see them on build. Thanks a lot!
Ok, found a new BUG on AC Localization. I thought it was my configuration but Localization didn't work when I Build on Android. When I play on Editor, translations looks ok. But when I build on Android, Localization dissapear.
I try an empty scene with just a Text and it builds OK on Android. I also tried with AC GameEngine and unchecked the "Auto-sync Language with locale" ** and localization works well, but AC text remains on original language. And when I ticked again ON **"Auto-sync Language with locale" localization is gone on Android Build.
I solved with removing the "Auto-sync Language with locale" and adding the script you gave me before:
Unchecking that option will prevent the Locale from switching when the AC language is changed.
The script will set the default language to the system's language, but it should still be able to run with the option checked.
I think thats the bug. Because it was the only way it works. I tried checking it but then it dissapear Localization completly on Android. And if I checked it only use Localization setting. So I need to call them separately with the code you gave me.