Set up localization in a project and translate your first string.
Follow these steps once to create the settings, add languages, author a translation, and preview the result in the Unity Editor.
To create the settings asset:
The settings asset holds your locales, startup behavior, and content sources. Unity loads it automatically in the Editor and in builds. For details, refer to Localization settings reference.
A locale describes a language and region, such as English or French (Canada). To add the languages you want to support:
For information about fallback locales, startup locale selection, and disabling locales, refer to Locales.
A table collection stores one value per locale for each key. To create a table collection:
greeting, with the entry type String, and enter a value for each locale column.For entry types, Smart Strings, and variants, refer to Localization tables.
Then, reference the entry. How you reference it depends on where you need the localized value:
LocalizedString field and subscribe to its StringChanged event. Refer to Display dynamic values in a localized string.
The Editor’s main toolbar has a preview locale dropdown. To show or hide it, right-click (macOS: Ctrl+click) the toolbar. Changing the dropdown changes the selected locale, and localized values update to match.