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.
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 …
Ok, here a sample:
Here my translation on Editor:
(Image)
Here the 2 translations on Play:
English:
Spanish:
(Image)
All translations works fine, including the text, images and everything added in AC Speech Localization. But the Menu -> U…
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 :(.
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 …
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 tha…
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?
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:
(Image)
(Image)
Result:…
* Issue on Document Description and also on some Titles.
* AC Ver.1.81.6 and Unity 2022.3.44f1.
* Tested render with AC and Unity Prefab and same error.
Ok, read the documentation and try to add this on my interstitial Code:
private void ListenToInterstitialAdEvents() { interstitialAd.OnAdFullScreenContentClosed += () => { Debug.Log("Interstitial ad closed."); …
Ok, the only issue i see now that im testing it. You can say that when a menu is closed the gameplay will continue, but in that case. I open IntersttiialMenu, I close the ad but then scene still frozen. How can I manage to tell the interstitial code…