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Simplified Chinese Localization Causes UI Text to Disappear

BikBik
edited December 2025 in Technical Q&A

Hi Chris, I hope you had a great Christmas holiday.

I’m running into another issue related to the translation. I’ve successfully implemented the German language, and everything works as expected. However, when switching from English to Simplified Chinese, the title screen and options menus text disappear. This issue does not occur with the German language tho.

The console shows the following warning:
Cannot find UnityEngine.UI.Text for menu element GameName in Canvas TitleUI

 -> AC debug logger
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
AC.ACDebug:LogWarning (object,UnityEngine.Object) (at Assets/AdventureCreator/Scripts/Static/ACDebug.cs:39)
AC.MenuElement:LinkUIElement<UnityEngine.UI.Text> (UnityEngine.Canvas,UnityEngine.UI.Text&) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/MenuElement.cs:1423)
AC.MenuLabel:LoadUnityUI (AC.Menu,UnityEngine.Canvas,bool) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/MenuLabel.cs:179)
AC.Menu:LoadUnityUI (bool) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/Menu.cs:445)
AC.Menu:TurnOn (bool) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/Menu.cs:1982)
AC.ActionMenuState:Run () (at Assets/AdventureCreator/Scripts/Actions/ActionMenuState.cs:103)
AC.ActionList/<RunAction>d__47:MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:470)
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
AC.ActionList:ProcessAction (int) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:412)
AC.ActionList:ProcessActionEnd (AC.ActionEnd,int,bool) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:617)
AC.ActionList:EndAction (AC.Action) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:576)
AC.ActionList/<RunAction>d__47:MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:540)
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
AC.ActionList:ProcessAction (int) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:412)
AC.ActionList:ProcessActionEnd (AC.ActionEnd,int,bool) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:617)
AC.ActionList:EndAction (AC.Action) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:576)
AC.ActionList/<RunAction>d__47:MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:540)
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
AC.ActionList:ProcessAction (int) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:412)
AC.ActionList:ProcessActionEnd (AC.ActionEnd,int,bool) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:607)
AC.ActionList:EndAction (AC.Action) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:576)
AC.ActionList/<RunAction>d__47:MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:540)
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
AC.ActionList:ProcessAction (int) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:412)
AC.ActionList:ProcessActionEnd (AC.ActionEnd,int,bool) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:617)
AC.ActionList:EndAction (AC.Action) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:576)
AC.ActionList/<RunAction>d__47:MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:540)
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/Coroutines.cs:17)

So when switching language, AC can no longer find the TMP text component it expects, and the label disappears.

https://prnt.sc/Fa1nD-mEpjA7
https://prnt.sc/wjLdPSBnqQED
https://prnt.sc/ew2SsfX8U5Y6

Comments

  • What is your AC version?

    The warning message suggests your Menu doesn't have Use TMPro components checked - is this the case?

  • I'm using AC v1.82.1
    It took me the whole day to figure out the solution; simply ticking "Auto Size" in TextMeshPro fixed the issue, and the text reappeared. I think the text size was causing the TMPro components to be disabled.

    https://prnt.sc/tW-VYtiGUdNj

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