Ya.Localization


Localization framework - reactive code subscriptions, drop-in components, CSV / Google Sheets, CLDR plurals, auto-generated typed keys. One line switches every label, no scene reloads.


by Mind Shift Sl


Price History +

Ya.Localization is a production-ready localization framework for Unity 6. A single component on a label plus a single async call replaces scene reloads, event glue, magic strings, and the workflow that locks out everyone outside engineering.


One call - the whole game switches language await SwitchLanguage(...) and every text, sprite, audio clip, and prefab across every scene updates at once. No coroutines, no half-translated frames.


No-code Ready-made components for Text, TextMeshPro, Image, RawImage, AudioSource, and entire prefabs, plus components for UI Toolkit. Localize without writing a single line of code.


Localize images, audio, prefabs, and text A single key can swap not just text, but images, audio, or whole prefabs.


Localization preview Language switcher right in the inspector. See how the scene looks in any language before pressing Play.


Code generation C# properties are generated from your translation table keys. A string key like "MyScene.Content.Title" becomes `string text = YaL10n.Text.MyScene.Content.Title.GetValue();`


Reactive style Alongside the classic event-subscription approach, you can register a callback that fires immediately and on every language switch. Auto-unsubscribes on OnDisable. Stale loads cancel themselves.


Translations live where your team works CSV, public Google Sheet, private Google Sheet via service account, or manual editing in the inspector. You can also write your own loading strategy and plug in Crowdin / Notion / your CMS - around 20 lines of code.


Hardcoded text scanner Scan a scene for hardcoded strings and push them straight into the translation table.


Proper number pluralization CLDR rules built in: English, French, Russian/Ukrainian, Polish, Czech/Slovak, Arabic. "1 apple / 2 apples / 5 apples" - no if-chains in your code.


RTL and per-language fonts Automatic mirroring and markup for Arabic and Hebrew. Plug in different fonts per language: ship the Chinese font only to Chinese players, the Arabic font only to Arabic players. Your build stays lean.