Overview
Unity’s Localisation package provides the engine-side workflow for multilingual text and region-specific assets. It is built around Locales, String Tables, Asset Tables, and pseudo-localisation, and is intended to be used as a project-wide content pipeline rather than an afterthought. (Unity Documentation, see source-unity-localization)
Setup
The core package concepts are:
| Element | Role |
|---|---|
| Locale | A supported language/region target |
| String Table | Stores localised text entries |
| Asset Table | Stores localised assets such as sprites or audio |
| Pseudo-localisation | Simulates localisation stress before real translations arrive |
Typical workflow:
- Install the Localisation package.
- Create supported Locales.
- Move UI strings into String Tables.
- Move region-specific art or other assets into Asset Tables where needed.
- Run pseudo-localisation to test layout resilience.
Usage
The package matters most when:
- UI text would otherwise be hard-coded in scripts
- the team expects multiple languages or region-specific assets
- layout testing needs to happen before translators are involved
This makes the tool strongly connected to production and release-readiness concerns, not only to UI polish.
Gotchas
- Localisation is easiest before UI layout becomes brittle.
- If text remains embedded in scripts or scene objects, the package cannot help much.
- Pseudo-localisation is not optional busywork; it is the fastest way to find clipping and spacing problems early.
Related
accessibility-and-localisation · ui-design · overview-full-game-development-pipeline · source-unity-localization