SetUniverseId on RBXL does not give access to cloud localization tables

Currently :SetUniverseId() and :SetPlaceId() do not sync up the universe’s localization cloud data, unlike the datastore which does gain access to read/write when setting these parameters.
In addition to this, any async functions returning a translator takes ages to return in the RBXL compared to the non-RBXL variant (GetTranslatorForLocaleAsync and GetTranslatorForPlayerAsync)

Uploaded place output

Synced RBXL output

Reproduction:

  1. create (or use) a universe and note down the GameId and PlaceId
  2. add an entry to the localization of that universe, im using german (de-de), with the key “Edit” and make sure its fully finished translating.
  3. create a new rbxl file
  4. run game:SetUniverseId(GameId) game:SetPlaceId(PlaceId) in the rbxl’s console, replacing the texts with their respective IDs
  5. make sure stuff is synced up, the asset manager should now be displaying folders/places/assets of said universe
  6. add a (local)script with the following content to the rbxl
local LocalizationService = game:GetService("LocalizationService")
local success, translator = pcall(function()
	return LocalizationService:GetTranslatorForLocaleAsync("de-de")
end)

if success then
	print("GameId:", game.GameId)
	print("PlaceId:", game.PlaceId)
	print("localeId:", translator.LocaleId)
	print("RBXL. Key: Edit")
	print("Key format value:", translator:FormatByKey("Edit"))
end
  1. press play

If done correctly the PlaceId and GameId should be the same as what was inputted in step 4

Thanks for the report! We’ll follow up when we have an update for you.

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