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LocaleForge | Editor Localization Toolkit for Unity preview
Unity

LocaleForge | Editor Localization Toolkit for Unity

By GuardingPearSoftware

FREE

About LocaleForge | Editor Localization Toolkit for Unity

  • Tools, Systems & Learning > Development Tools & Automation
LocaleForge is a small, dependency-free localization toolkit purpose-built for the Unity Editor. Add multi-language support to custom inspectors, editor windows, and build tools in one line of setup.

Built first for our own editor extensions, and then structured so you can either use it for your custom editor UI or as Asset Store authors you can ship it inside your own assets to localize your tool's UI without writing an i18n layer from scratch.

Problem

You built a great Unity tool, but it only speaks English. Adding localization is tedious, many localization packages are overkill for editor UI, and hand-rolled if/else blocks rot the moment you ship a third language.

Solution

A clean lookup, an instant in-editor language switcher, and a persistence layer in three steps:

Drop the package into Assets/.
Drop your translation files (one per language) into the localization folder.
List the languages you ship and add the language dropdown to your window.

Every label after that is t("your.key"). An included dropdown lazy-loads each language on first pick, persists the choice across editor restarts, and repaints every editor view so translations refresh instantly.

Key features

Editor-only and dependency-free: zero runtime overhead.
Simple lookup: t("menu.title") is the whole call site.
Two file formats: JSON (nested, dot-notation flattened) and CSV (semicolon-delimited, Excel-friendly).
183 languages: with pre-shipped country flags wired into the dropdown.
Instant switching: with persistence across editor restarts.
Missing-key safety: unresolved keys show the raw key so gaps are visible.
Re-shippable: drop it inside your own asset, repoint two folder paths, rename the namespace, done. Still would appreciate if you mention us in your readme etc.

Why this asset

Unlike runtime localization frameworks, LocaleForge is built specifically for editor tooling: no scenes, no components, no config asset, no reflection, no external packages. Drop it in, list your languages, call t(...).

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