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Getting Localization data in Android with streamingAssets and UnityWebRequest

Hi I used Unity localization tutorial to localize text in my app - In editor it works fine, but in Android it works partly (first canvas it doesn't find strings - shows missingTextString and other canvas is translated fine(buttons)). In the code I use missingTextString to debug errors too. It's more handy. Unity version is 2019.2.0f1 and I'm testing it in Android is 8.1 So the code: IEnumerator LoadLocalizedTextOnAndroid(string fileName) { localizedText = new Dictionary(); string filePath; filePath = Path.Combine(Application.streamingAssetsPath + "/", fileName); missingTextString = "Android filePath: "+filePath; string dataAsJson; if (filePath.Contains("://") || filePath.Contains(":///")) { UnityWebRequest uwr = UnityWebRequest.Get(filePath); yield return uwr.SendWebRequest(); if (uwr.isNetworkError || uwr.isHttpError) { Debug.Log(uwr.error); dataAsJson = "error"; missingTextString += uwr.error; } else { dataAsJson = uwr.downloadHandler.text; missingTextString = missingTextString+" - "+ uwr.downloadHandler.text+" Juhuu"; } } else { dataAsJson = File.ReadAllText(filePath); Debug.Log("DataAsJson = "+dataAsJson); missingTextString += dataAsJson; } LocalizationData loadedData = JsonUtility.FromJson(dataAsJson); for (int i = 0; i < loadedData.items.Length; i++) { localizedText.Add(loadedData.items[i].key, loadedData.items[i].value); Debug.Log("KEYS:" + loadedData.items[i].key); } isReady = true; }

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