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:

ElementRole
LocaleA supported language/region target
String TableStores localised text entries
Asset TableStores localised assets such as sprites or audio
Pseudo-localisationSimulates localisation stress before real translations arrive

Typical workflow:

  1. Install the Localisation package.
  2. Create supported Locales.
  3. Move UI strings into String Tables.
  4. Move region-specific art or other assets into Asset Tables where needed.
  5. 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.

accessibility-and-localisation · ui-design · overview-full-game-development-pipeline · source-unity-localization