SandVox

Unity Game Localization — Localization Package, TextMeshPro, and LocQA

Game Localization · All Services

Unity Game Localization — Localization Package, TextMeshPro, and LocQA

Native translators. Engine-specific expertise. LocQA in your build. Get a free quote →

Unity’s Localization Package (com.unity.localization) provides a robust pipeline for managing string tables, asset tables, and locale configuration — but it requires deliberate setup to handle CJK languages, RTL text, and platform-specific locale requirements correctly. SandVox handles Unity localization for PC, console, iOS, Android, and WebGL builds — from initial string table configuration to LocQA in your target platform builds.

Common Localization Challenges

  • String table vs asset table separation — localizable text must be in String Tables; localized textures, audio, and prefabs go in Asset Tables; mixing these creates reference errors during runtime locale switching
  • TextMeshPro font atlas configuration for CJK — static atlases must include every character needed before build time; dynamic atlases load on demand but cause first-frame hitches when new characters appear
  • Locale fallback chain — Unity’s locale fallback system must be configured to handle regional variants (zh-CN → zh, pt-BR → pt) or players on unsupported system locales will see raw English strings
  • Smart Strings and plural forms — Unity’s Smart String system handles pluralization, gender agreement, and conditional text, but requires correct CLDR plural rule configuration per target language
  • RTL languages in UI Toolkit and uGUI — both Unity UI systems require explicit RTL layout support; uGUI requires manual widget mirroring while UI Toolkit has more native RTL support in newer versions
  • Build size impact — large CJK font atlases and multiple locale asset tables increase build size; addressable assets and remote locale loading mitigate this for games with storage constraints

What We Deliver

  • String Table and Asset Table setup and audit for Unity Localization Package projects
  • TextMeshPro font atlas configuration for CJK and special script languages
  • PO / XLIFF export from Unity, translation, and re-import via Localization Package
  • RTL layout configuration for Arabic and Hebrew UI builds
  • LocQA — in-engine testing across all target platform builds (iOS, Android, PC, console)
  • Smart String configuration for plural forms and gender-inflected languages
  • Post-patch and DLC string table updates

How a Project Works

  1. Scoping: Unity version, Localization Package version, target platforms, and language list confirmed
  2. String Table export to PO or XLIFF format with context metadata
  3. Translation by native-language gamers with Unity-specific context and character limits
  4. Re-import and locale asset packaging
  5. LocQA across target platform builds — font rendering, truncation, layout, and runtime locale switching

Languages Available

Japanese · Korean · Simplified Chinese · Traditional Chinese · German · French · Spanish (ES) · Spanish (LATAM) · Brazilian Portuguese · Italian · Russian · Polish · Arabic · Dutch · Swedish

Frequently Asked Questions

Which version of Unity’s Localization Package does SandVox support?

We work with all stable releases of com.unity.localization. We note your package version during scoping and flag any version-specific behavior differences that affect string export or font atlas configuration.

How do we handle TextMeshPro font atlases for Japanese and Chinese?

We recommend dynamic font atlases for CJK builds to avoid atlas overflow and build size bloat — with performance testing to confirm the first-frame hitch is acceptable for your game’s pacing. For games where performance is critical (action, competitive), we work with you to define a static atlas covering your full translated string set.

Do you support Unity WebGL localization?

Yes, with one caveat: WebGL build sizes are sensitive to font file size. We scope WebGL localization separately to address font loading strategy, compressed bundle sizes, and runtime locale detection from browser language settings.

Can SandVox configure the Unity Localization Package for us, or do we need to set it up first?

We can audit an existing setup or advise on initial configuration. Full package setup is available as a separate scoped service for teams starting a new multilingual project from scratch.

Start Your Unity Game Localization Project

Tell us your word count, target languages, and timeline. We’ll send a fixed-price quote within one business day.

Frequently Asked Questions

How does Unity game localization work technically?

Unity’s official localization solution is the Unity Localization Package (com.unity.localization), which provides a String Tables system for storing translated strings, Asset Tables for locale-specific assets (fonts, audio, images), and pseudo-localization tools for testing. Text strings are stored in String Tables keyed by entry ID, and Unity’s Smart Strings system supports variable interpolation and plural rules. For older Unity projects without the Localization Package, CSV export/import or I2 Localization (third-party) are common pipelines. SandVox works with all Unity localization pipeline formats and can advise on the right approach for your project.

What file formats does Unity use for localization export?

The Unity Localization Package exports String Tables as CSV files, XLIFF files, or Unity’s native binary format. The CSV format is the most commonly used for translation handoff — exportable via the Unity Editor’s Localization Tables window. I2 Localization (popular third-party asset) exports Google Sheets, CSV, and XML. Custom localization solutions may use JSON or ScriptableObject-based systems with custom exporters. SandVox handles all Unity localization export formats and re-imports translated content directly into your project structure.

What Unity-specific localization challenges exist for CJK languages?

Chinese, Japanese, and Korean text in Unity requires: (1) a CJK-compatible font asset (TextMeshPro font assets must be generated from a CJK source font covering the required Unicode blocks), (2) TextMeshPro’s fallback font system configured to handle characters not in the primary font, and (3) line breaking rules configured for Japanese (which prohibits specific characters at line start/end) and Chinese (which has no spaces and requires Unicode line-breaking algorithm). SandVox provides CJK font setup guidance and technical QA on Unity projects as part of CJK localization projects.

How much does Unity game localization cost?

Unity game localization cost is driven by word count and target languages — the engine choice doesn’t significantly affect translation cost but does affect pipeline setup complexity. Simple Unity games (5,000–20,000 words) can be localized into 5 languages for $4,500–$18,000. Mid-size Unity games (50,000–150,000 words) into Japanese cost $9,000–$52,500. SandVox handles Unity localization pipeline setup (String Table extraction, TMP font setup, re-import) as a bundled service with translation, so you receive ready-to-compile files back from us.