Translate your application’s text and assets into the languages your users speak.
Add translations to table collections and reference them from scripts, components, or UI Toolkit bindings. Configure dynamic text using Smart Strings, so that a single entry can handle pluralization, conditions, and live values. Localization Runtime resolves the right value for the user’s language at runtime.
Localization Runtime is a built-in package that ships with the Unity Editor and is enabled by default. To load content through the Addressables system instead of the sources included with Localization Runtime, install version 2.0 of the com.unity.localization package.
| Topic | Description |
|---|---|
| Get started with localization | Set up localization in a project and translate your first string. |
| How localization works | Understand how localization initializes, selects a locale, and resolves a value. |
| Locales | Understand how locales, fallbacks, and startup locale selection work. |
| Translations | Add and manage translations in table collections, then reference them from scripts, components, and UI Toolkit bindings. |
| Content storage and loading | Choose how the project stores localized content, ships it in a build, and loads it at runtime. |
| Localization examples | Complete localization examples, from a language menu to a custom table file format. |
| Localization settings reference | Reference for the Localization project settings. |
| Resource Tables window reference | Explore the controls in the Resource Tables window. |