Gillissie

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  • in reply to: Crash on Iphone simulators #758
    Gillissie
    Participant

    Of course, the downside to this hack is that it uses the default settings in the simulator, instead of the simulator’s settings, but you can temporarily change them in code if you need to test other values.

    in reply to: Crash on Iphone simulators #756
    Gillissie
    Participant

    I ran into this too, and it’s unfortunate that the plugin doesn’t handle it gracefully. What I did was make my own define for IOS_BUILD at the top of PreciseLocale.cs

    
    #if UNITY_IOS && !IOS_SIMULATOR	// The iOS plugin for this crashes in the simulator, so don't use it if in simulator mode.
    #define IOS_BUILD
    #endif
    

    Then in the rest of the code, replace UNITY_IPHONE with IOS_BUILD (UNITY_IPHONE is considered obsolete anyway, so the author should change it).

    Then, when you want to build for the simulator, you have to add IOS_SIMULATOR to the Scripting Define Symbols under “Other Settings” on the build settings (a little bit under where you have to choose “Simulator SDK” for Target SDK).

    • This reply was modified 3 years, 11 months ago by Gillissie.
    in reply to: GetLanguage() #755
    Gillissie
    Participant

    Here are the results of the four functions on my iOS 11 device in Japanese language mode.
    GetLanguage(): en
    GetLanguageID(): ja_US
    GetCurrencyCode(): USD
    GetCurrencySymbol(): $

    in reply to: GetLanguage() #754
    Gillissie
    Participant

    I just verified that it works on Android, so it must be an iOS issue.

    in reply to: GetLanguage() #753
    Gillissie
    Participant

    Hello,
    I just discovered the same issue. When running on iOS in Japanese language, it’s returning “en” for the language. I haven’t tried Japanese on Android yet. Also, I updated to the latest asset store version right before I posted this, just to be sure.

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