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4: {fileID: 1304857494} - 114: {fileID: 1304857495} m_Layer: 0 m_Name: InfoText m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &1304857494 Transform: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 1304857493} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} m_RootOrder: 3 --- !u!114 &1304857495 MonoBehaviour: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 1304857493} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 8c0cbb63e218a4414a796a60ffe37dd3, type: 3} m_Name: m_EditorClassIdentifier: info: 'This example shows how to use a string table to localize text for different languages. A string table JSON file has been added to the LuaUtils component in the Lua object. The script shows how to substitute in a localization string key and change the active language in Lua. The Flowchart object demonstrates using the same {$VarName} syntax in Fungus commands like Say, Menu, Debug Log, etc. to substitute in localized strings from the string table. '