using UnityEngine; using UnityEngine.Localization; // To support Edit mode we need to use ExecuteAlways. [ExecuteAlways] [RequireComponent(typeof(TextMesh))] public class EditModeSupportExample : MonoBehaviour { public LocalizedString localizedString; TextMesh m_TextMesh; void Start() { localizedString.StringChanged += UpdateTextMesh; m_TextMesh = GetComponent(); } void UpdateTextMesh(string text) { // This will let us make temporary changes to a serialized property. // When the Locale is changed back to None the changes will be reverted // back to the original value. This must be called before we make any changes. // Calling this in a player build will do nothing. EditorPropertyDriver.RegisterProperty(m_TextMesh, "m_Text"); m_TextMesh.text = text; } }