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M
export csv
2 years ago
MiVoGameson version 1.3
I love your asset, it makes translation simple. Everything works, except i dont have the export button in localization explorer, please explain how to export csv, what should i install for it.
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0
0
k
Awesome
3 years ago
kritbualadx2on version 1.3
Very easy to use, change the language and the font changes too, very cool. 😊😊😊
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A
Easy to use.
4 years ago
AkinErkanTimeLooperon version 1.3
Easy to use asset that handle every localization needs.
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0
v
Some of the features do not work or do not explained well in docs
5 years ago
viv5552on version 1.3
1. Text Mesh pro doesn't work just like another reviewer said. I mean Text Mesh Pro which is in 3D, not the one that's in UI. There are 2 types of text-related localization components that can be added in Inspector. First is Localized Text which works fine but not with Text Mesh Pro mentioned above. Second is Localized Text Asset which i didn't manage to understand how to use and which isn't explained in documentation. 2. There's no .csv export/import options under Window -> GameToolkit -> Localization like promised, so i have no idea how to use this feature 3. Things like Localized Prefab or Localized Texture are cool and work fine. Conclusion: I'm a noob so maybe there's a way to make those not-working features work which i'm not aware of but if so then this package is definitely NOT USER-FRIENDLY.
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Reply from publisher:
replied 5 years ago
Hi, 1- Text Mesh Pro should be work fine for UI and 3D versions. Can you send me a project about this issue? 2- You should use latest version via Package Manager from GitHub. It is too time consuming to release both Package Manager and Asset Store versions for a free package. You can see this notice in the description. Thanks.
S
Not work at all in UNITY 2019.4.16f1
5 years ago
SnaiperoGon version 1.3
First of all, a lot of errors with GUI when trying to open any localized asset in Localization Explorer. So you just cant work with it. Second one, it's not work with textmeshpro fonts at all. To use this "built-in" solution you has to code your own localization asset with textmeshpro font. IDK who use Text in 2020
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1
1
Reply from publisher:
replied 5 years ago
It works with TextMeshPro please read docs carefully. And, of course use the latest version from github.
d
Excellent Open Source Asset
5 years ago
default_teamon version 1.3
This is really easy to use and configure. Localized strings can be easily switched at runtime as well. It would be even better if it provides some kind of util object (SO), that can be used to switch to different system languages, so us, the users don't need write any code at all. Also huge thanks to the author for making it Open Source.
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3
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B
Ideal for a start!
6 years ago
BurovAlekseion version 1.3
Great asset! Great for small projects, great thanks to the developer for a free tool !!!
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2
0
f
Great and easy and visual!
6 years ago
fangyan67on version 1.3
It's very great, I used it some years for my mini games. It's easy for use, I almost never see the documents. And I very like it's editor and asset, all can easy edit visually, and it's support to change text, image, sprite that all the thing I need. But I have a little question, when I not run the game, how can I change default language in editor or game window, because I am a not english developer ~.~
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1
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Reply from publisher:
replied 6 years ago
Thank you! On next release, in Editor (when not playing) it will get by the first language in LocalizationSettings asset.
k
Good asset, but...
6 years ago
kl3in3rhack3ron version 1.3
All around it is a very good asset for i18n support. But the overview window is not easy to use, I wish it would be a table instead. Additional there are a bug in code: I must replace this line: value = GetLocaleValue(Localization.Instance.CurrentLanguage); in class LocalizedAsset with value = GetLocaleValue(Application.systemLanguage); Otherwise always "english" is returned.
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1
Reply from publisher:
replied 6 years ago
Hi, that is not a bug. You misunderstood something I see. Localization.Instance.CurrentLanguage in your game maybe different than Application.systemLanguage -that is system language-. You should change current language in your game by setting this property (CurrentLanguage). You can set system language by Localization.Instance.SetSystemLanguage() if user had not specified any language before. And you can set first locale in your LocalizationSettings asset by setting Localization.Instance.SetDefaultLanguage(). If you change the original code with your code above, you always get same locale as system language value whether game language is different or not.
c
Great assets!! save a lot of time.
7 years ago
cysporteverydayon version 1.3
Really a great help for my FYP!!! Thanks a lot~~ By using this tool can develop multi-languages at the same time.Super cool! However, i am a little bit confused about the text asset localization and cannot find an example. It will be of great help if you can show me some examples of that. Thanks again!
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