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LocaKit: Offline C# Localization for Unity preview
Unity

LocaKit: Offline C# Localization for Unity

By Tunnel Vision Studio

$19.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $19.98. The latest store price is $19.99.

Recorded prices for LocaKit: Offline C# Localization for Unity 2 price observations from Sep 7, 2026 to Nov 2, 2026. Lowest recorded price $19.98. Exact dates and prices are listed below. $0.00 $10.00 $19.99 Sep 7, 2026: $19.98. Unity First Price 2026-09-07 2026-09-07 Nov 2, 2026: $19.99. Latest store price Sep 7, 2026 Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
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Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$19.99Latest store price
$19.98Unity First Price 2026-09-07 2026-09-07

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About LocaKit: Offline C# Localization for Unity

  • Tools, Systems & Learning > Development Tools & Automation
Localization that stays in your project and out of your way.

LocaKit is a C#-first localization toolkit for Unity 6. Your translations live in a simple ScriptableObject asset and resolve through a single line of code — Loca.Get(LocaKeys.Menu_Play). No accounts, no cloud sync, no Google Sheets pipeline, no runtime downloads. What you ship is what you tested.

Catch translation typos at compile time, not in a player review.

LocaKit generates a constant for every key, so your code references LocaKeys.Menu_Play instead of a hand-typed "Menu/Play". Rename or delete a key and the stale reference becomes a compile error you fix in seconds — instead of a blank label a player finds for you.

Drop it in and call it — no setup ceremony.

There's no singleton to place in a scene, no prefab to wire, no initialization step to forget. Assign your table, set a language, and start resolving keys. Add a LocalizedText component to any uGUI Text and it updates itself the moment the language changes.

Translators keep their spreadsheets.

Export your table to CSV, hand it to a translator, and import it back — round-trips are lossless, with proper RFC 4180 quoting for commas, quotes, and line breaks. UTF-8 throughout.

Real-world language details, built in.

Count-aware plural selection with sensible built-in rules for English, Italian, Spanish, German, French, Japanese, and Chinese, backed by the full CLDR category vocabulary (zero/one/two/few/many/other) and a hook to register your own rules. Right-to-left languages are recognized out of the box and can mirror UI alignment automatically.

TextMeshPro when you want it, never forced.

The core carries zero TMP dependency. Flip one scripting define to enable the optional TextMeshPro binding; leave it off and your project stays lean.

Lightweight and readable.

A handful of files in a single runtime assembly that references only uGUI. Render-pipeline agnostic (Built-in / URP / HDRP). Full C# source included, with EditMode and PlayMode tests.

What's inside

- Loca runtime facade: Get, GetPlural, SetLanguage, OnLanguageChanged
- LocaTable ScriptableObject source with a custom inspector
- Compile-time key-constant generator
- CSV import / export
- LocalizedText (uGUI) and optional LocalizedTMPText (TextMeshPro) components
- Plural rules and right-to-left helpers
- Sample scene and unit tests

Unity price last checked .

Prices and availability may change.