{"_id":"com.unity.localization","name":"com.unity.localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","provider":"upm","versions":{"1.5.11":{"_upm":{"changelog":"### Fixed\n\n- Removed use of UxmlFactory and UxmlTraits in Unity 6+.\n- Removed use of GetInstanceId from Unity 6.3+."},"unity":"2019.4","samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PersistentVariables","description":"These samples show how Persistent Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Persistent Variables"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.localization@1.5/manual/index.html","name":"com.unity.localization","version":"1.5.11","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.25.0","com.unity.nuget.newtonsoft-json":"3.0.2"},"dist":{"shasum":"2baf2a27280b89b62d4b937b2b91f0b95438435f","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.5.11.tgz"}},"1.5.10":{"_upm":{"changelog":"### Fixed\n\n- Added missing `Serializable` attribute to `FormatterBase`. ([LOC-1282](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1282))\n- Added support for BCP 47 resource locale codes on Android 21+. (UUM-132466). ([UUM-132466](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-132466))\n- Adjusted the localization tables window so only the search bar shrinks/expands and all other buttons remain fixed. (LOC-1278)\n- Changed the Table Key ID Field so it is a selectable label and can now be copied. (LOC-1305)\n- Disabled the horizontal scroll in the ReorderableListView component. It was occasionally appearing when unnecessary and should not be required. ([LOC-1287](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1287))\n- Fix the samples not being included in the package data.\n- Fixed alignment of Project Locale identifier field. ([LOC-1277](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1277))\n- Fixed an issue where nested LocalizedStrings could not have their local variables queried. ([UUM-134944](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-134944))\n- Fixed an issue where the ExcludeEntryFromExport metadata would be ignored when exporting to CSV and XLIFF if the first table entry was null. ([UUM-136670](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-136670))\n- Fixed Android using the wrong app name locale codes for Indonesian and Hebrew. (LOC-1272)\n- Fixed the wrong group being used to resolve assets when a SharedGroup was assigned to the GroupResolver. ([UUM-135659](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-135659))\n- Fixed UI Builder picker so it saves the view state.\n- Improved fast enter playmode support. (UUM-131023)\n- Removed warning when using default localization settings. (LOC-1290)\n- When a new String Table is added, the IsSmart flag will now be propagated to its entries if it is already consistently set across all existing tables. ([LOC-1274](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1274))"},"unity":"2019.4","samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PersistentVariables","description":"These samples show how Persistent Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Persistent Variables"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.localization@1.5/manual/index.html","name":"com.unity.localization","version":"1.5.10","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.25.0","com.unity.nuget.newtonsoft-json":"3.0.2"},"dist":{"shasum":"926403c3f45d5f9fdd7b8498404f0480964ed976","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.5.10.tgz"}},"1.5.9":{"_upm":{"changelog":"### Fixed\n\n- Fixed Addressables Analyzer not checking the table addresses correctly. ([LOC-1260](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1260))\n- Fixed an issue where negative values could be treated differently, causing invalid plural formatting. ([LOC-1258](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1258))\n- Fixed exception when pushing to a Google Sheet that had 1 less row than required. ([LOC-1261](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1261))\n- Fixed iOS and Mac builds not including localization data due to an if UNITY_INCLUDE_TESTS exclusion. ([LOC-1270](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1270))"},"unity":"2019.4","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.localization@1.5/manual/index.html","name":"com.unity.localization","version":"1.5.9","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.25.0","com.unity.nuget.newtonsoft-json":"3.0.2"},"dist":{"shasum":"62db12c43c5cc209aa22b80b5960d88f86711ea4","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.5.9.tgz"}},"1.5.8":{"_upm":{"changelog":"### Fixed\n\n- Fixed Smart Strings incorrectly evaluating global variables after the first selector. ([LOC-1252](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1252))\n- Simplified the string and asset picker so it does not include the side panels and customization options to match the object picker closer.\n- The string and asset picker will now remember the previous layout state. ([LOC-1256](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1256))"},"unity":"2019.4","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.localization@1.5/manual/index.html","name":"com.unity.localization","version":"1.5.8","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.25.0","com.unity.nuget.newtonsoft-json":"3.0.2"},"dist":{"shasum":"d45547f9f157cbdd56c59b7695a0c584f5cf1f10","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.5.8.tgz"}},"1.5.7":{"_upm":{"changelog":"### Fixed\n\n- `GameObjectLocalizer.ApplyLocaleVariant` will now throw an exception if a null locale is passed in.\n- Changed TrackChanges so it doesn't stay enabled when the editor is restarted.\n- Fixed a bug where a change update could cause the GameObject localizer to RequestUpdate before it had a valid locale. ([LOC-1231](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1231))\n- Fixed Android building throwing a `DirectoryNotFoundException` when using adaptive icons. ([LOC-1235](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1235))\n- Fixed plurals using the wrong formatter when the locale was using a custom formatter. Locale now implements `IFormatProvider` and will now be passed into the Smart String formatting Info as the `Provider`. ([LOC-1224](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1224))\n- Fixed TreeView obsolete warnings in 6.2 and above.\n- Fixed unmodified assets being marked dirty when reimporting Localization Addressable Group. ([LOC-1221](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1221))\n- Support has been added for localizing the app name on macOS, tvOS and visionOS. The system will use the same values that have been configured for iOS. ([LOC-1219](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1219))"},"unity":"2019.4","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.localization@1.5/manual/index.html","name":"com.unity.localization","version":"1.5.7","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.25.0","com.unity.nuget.newtonsoft-json":"3.0.2"},"dist":{"shasum":"7eec7ebf749d265446e6a1e2187a740af68e42ea","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.5.7.tgz"}},"1.5.5":{"_upm":{"changelog":"### Fixed\n\n- Added `LocalizationSettings.ForceRefresh`. This method triggers the `SelectedLocaleChanged` event, which typically forces all subscribing systems to update their displayed content. (LOC-1100)\n- Fixed `EditorPropertyDriver.UnregisterProperty` incorrectly calling the `RegisterProperty` method. ([LOC-1195](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1195))\n- Fixed an exception that could occur when pulling from a google sheet using API key and it was missing data. ([LOC-1206](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1206))\n- Fixed an issue where the `LocalizedString` would remain subscribed to a persistent variable `ValueChanged` event after all `StringChanged` subscribers have been removed. ([LOC-1213](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1213))\n- Fixed an issue where the gameobject localizer would try to load assets whilst entering playmode.\n- Fixed InvalidOperationException being thrown when using a PersistentVariable as a serialized field. ([LOC-1188](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1188))\n- Localization addressable analyzers are now available in Addressables 2.3.1 and above. ([LOC-1193](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1193))\n- Support for the device simulator platform override feature was added so you can localize on different platforms in the editor. (LOC-1184)\n- The LocalizedString binding editor variable name field is now delayed, so it will not trigger an update while it is being edited.\n- Updated to Addressables 1.25.0."},"unity":"2019.4","samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PersistentVariables","description":"These samples show how Persistent Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Persistent Variables"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.localization@1.5/manual/index.html","name":"com.unity.localization","version":"1.5.5","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.25.0","com.unity.nuget.newtonsoft-json":"3.0.2"},"dist":{"shasum":"5f17a628c6e9e4a0461aa6ebdfdc3f8b340c4322","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.5.5.tgz"}},"1.5.4":{"_upm":{"changelog":"### Fixed\n\n- Fixed an issue where we would remove an asset from Addressables when it was still being used by another entry. ([LOC-1159](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1159))\n- Fixed localized property variant changes not being applied correctly when updating the values via the GameObjectLocalizer inspector. ([LOC-1169](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1169))\n- Fixed LocalizedAsset property drawer not handling Lists of LocalizedAssets. ([LOC-1182](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1182))\n- Fixed possible NullReferenceException due to disposed of SerializedProperties when selecting items in the localized reference picker. ([LOC-1179](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1179))\n- Fixed the Conditional formatter so that it uses the invariant culture when parsing decimal values. ([LOC-1176](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1176))\n- Fixed the LocalizedReference dropdown label not updating when the key was renamed. ([LOC-1165](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1166))\n- Fixed the LocalizedString property drawer so it does not display \"Entry Name\" in the corner. ([LOC-1165](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1165))"},"unity":"2019.4","samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PersistentVariables","description":"These samples show how Persistent Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Persistent Variables"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.localization@1.5/manual/index.html","name":"com.unity.localization","version":"1.5.4","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.22.2","com.unity.nuget.newtonsoft-json":"3.0.2"},"dist":{"shasum":"f2647f7408bdc5be4c549b55b11bffcdcbb91966","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.5.4.tgz"}},"1.5.3":{"_upm":{"changelog":"### Added\n\n- Added additional menu options to Tables Window to expose the CSV Extension(s) available for a collection. This enables you to import and export data using custom settings configured through the CSV Extensions on the collection. (LOC-1130)\n- Added 'Open(Merge)` and `Import(Merge)' options to the CSV Extension property drawer. (LOC-1130)\n\n### Changed\n\n- Upgraded to Addressables 1.22.2. (LOC-1125)\n\n### Fixed\n\n- Added \"None\" option to localized string and asset picker. ([LOC-1141](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1141))\n- Added support for tracking UGUI Layout Groups via property variants so the layout updates when a locale is changed. This will require re-adding the GameObjectLocalizer as we do not currently have a way to update existing trackers to the new type. ([LOC-1128](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1128))\n- Fixed `LocalizationSettings.ProjectLocale` being null when the available locales are not initialized. ([LOC-1139](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1139))\n- Fixed `MetadataType.All` not including `AllSharedTableEntries` and `LocalizationSettings`. ([LOC-1131](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1131))\n- Fixed `StackOverflowException` when two locales use each other as fallbacks and Preload Behavior is set to Preload Selected Locale And Fallbacks. ([LOC-1119](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1119))\n- Fixed an issue where we would parse strings that were not marked as smart. ([LOC-1156](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1156))\n- Fixed being able to create cyclic locale fallbacks through the editor. (LOC-1117)\n- Fixed TrackedTransform so it correctly applies the locale position and rotation to a tracked GameObject. ([LOC-1148](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1148))"},"unity":"2019.4","upmCi":{"footprint":"4f49f2ee69495e9b3a964965ea6b237613336f78"},"samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)","dependencies":{"com.unity.ugui":"1.0.0"}},{"path":"Samples~/PersistentVariables","description":"These samples show how Persistent Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Persistent Variables","dependencies":{"com.unity.ugui":"1.0.0"}},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen","dependencies":{"com.unity.ugui":"1.0.0"}}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"da1ce1d52234fd7265be8dc35797298743715d76"},"relatedPackages":{"com.unity.localization.tests":"1.5.3"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.localization@1.5/manual/index.html","name":"com.unity.localization","version":"1.5.3","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.22.2","com.unity.nuget.newtonsoft-json":"3.0.2"},"dist":{"shasum":"aa064bb50234973893f4f1f5a782887beed2a8bb","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.5.3.tgz"}},"1.5.2":{"_upm":{"changelog":"### Fixed\n\n- Exporting to an existing CSV file will now replace it instead of over-writing the contents. (LOC-1105). ([LOC-1105](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1105))\n- Fixed an issue when comparing locales in the player. We now do a check against the locale contents as well as the reference. ([LOC-1098](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1096))\n- Fixed an issue where a table handle could become invalid and still be used. We now reload when this occurs. ([LOC-1098](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1096))\n- Removed initialization during preloaded assets phase. This was causing freezing issues when trying to load bundles before any scenes had been loaded. ([ADDR-3664](https://issuetracker.unity3d.com/product/unity/issues/guid/ADDR-3664))\n- Removed the ability to add a folder to an asset table. This is unsupported. ([LOC-1107](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-1107))\n- Resolved issues with renaming entries when pulling data from a Google Sheet, particularly in cases where the ID between entries had been swapped. ([LOC-909](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-909))"},"type":"assets","unity":"2019.4","upmCi":{"footprint":"2263d85684d18caf6123b8af969be75d45a7511b"},"samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)","dependencies":{"com.unity.ugui":"1.0.0"}},{"path":"Samples~/PersistentVariables","description":"These samples show how Persistent Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Persistent Variables","dependencies":{"com.unity.ugui":"1.0.0"}},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. 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([LOC-976](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-976))\n- Fixed compilation errors when using Addressables 2.0.0.\n- Fixed Create Table window controls being hidden when a large number of locales were in the project,. (LOC-913)"},"type":"assets","unity":"2019.4","upmCi":{"footprint":"a14f948ac13b38e788b9cf0d3206a42635ebf0e1"},"samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. 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(LOC-704)\n- Updated to use the Editor XCODE public API when using 2023.1 and above.\n\n### Fixed\n\n- Added multi-line edit support to `name` field in `LocalizedString` and `LocalizedAsset` property drawers. (LOC-875)\n- Fixed an error in the device simulator when the project contained no locales. (LOC-888)\n- Fixed device simulator Localization menu not showing in 2021.1 and above.\n- Fixed preload locale operation not being released when it was completed instantly.\n- Fixed tables returned by `GetAllTables` sometimes being released and destroyed. ([LOC-882](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-882))\n- Fixed the \"Expected to have a current operation to wait on\" error when initializing localization before Addressables initialization during a WaitForCompletion call. ([LOC-929](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-929))\n- Fixed the **Google Sheet Service Provider** - **Application Name** losing its value after asset creation. ([LOC-864](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-864))\n- Improved WaitForCompletion code so that it can handle failed dependencies and won't get stuck in an infinite loop. ([LOC-929](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-929))\n- Reenabled code that ensures localization processes assets after Addressables. This was disabled in 1.3.1. (LOC-704)\n- Removing an entry from a table will now update the shared metadata. ([LOC-870](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-870))"},"type":"assets","unity":"2019.4","upmCi":{"footprint":"b059899f6c66792babfd6a85d6bffdc7c7f0a3b8"},"samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. 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([LOC-785](https://issuetracker.unity3d.com/issues/localization-string-value-search-returns-0-string-tables-when-no-characters-are-given-to-search-by))\n- Default IOS localized fields are no longer set to empty strings. We now use the project locale values as the defaults. (LOC-804)\n- Fixed `AmbiguousMatchException` when building to IOS. ([LOC-855](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-855))\n- Fixed Tag & Shared metadata being duplicated on an entry when they were added multiple times. For example, setting `StringTableEntry.IsSmart` to `true` when it was already `true` would cause 2 `SmartFormatTag` to be added to the metadata. ([LOC-779](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-779))\n- Fixed the Table Editor search not checking the first 2 string table columns. ([LOC-820](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-820))\n- The Active Editor Locale will now persist between Editor sessions. ([LOC-787](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-787))\n- The Table Editor will no longer draw alternating background bars in the remaining space. (LOC-842)"},"type":"asset","unity":"2019.4","upmCi":{"footprint":"559ca08343c1ebcb1aa436e4231f95c9172717a1"},"samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. 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([LOC-540](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-540))\n- Disabled fix for \"New localization assets created automatically and/or old assets are modified when loading project without Library folder ([LOC-400](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-400))\" on Unity 2019.4 to 2021.3. This is due to a bug in Addressables (ADDR-2521). This fix will be re-enabled in the future. (LOC-704)\n- Updated dependency `com.unity.nuget.newtonsoft-json` to 2.0.2.\n\n### Fixed\n\n- Fixed `NullReferenceException` when creating a new table that takes name from renamed table. ([LOC-550](https://issuetracker.unity3d.com/issues/nullreferenceexception-creating-a-table-that-takes-name-from-renamed-table))\n- Fixed `GameObjectLocalizer` failing to apply local asset references in Unity versions before 2022.2. ([LOC-714](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-714))\n- Fixed `LocalizedStringTable` and `LocalizedAssetTable` property drawer not setting `GUI.changed` when the reference was changed. ([LOC-725](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-725))\n- Fixed Asset Tables being destroyed during preloading. ([LOC-727](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-727))\n- Improved `FormatException` error message when `String.Format` throws during `GetLocalizedString`.\n- String Table entries will no longer try to use `String.Format` when using `GetLocalizedString` with non-null but empty arguments. ([LOC-689](https://issuetracker.unity3d.com/issues/localization-formatexception-error-is-thrown-in-the-console-window-when-calling-getlocalizedstringasync-class))"},"type":"asset","_from":"file:/tmp/com.unity.localization@1.3.2-070khm4k.tgz","unity":"2019.4","upmCi":{"footprint":"16bad90f38d4e62153e287c38cf7ca31189ecc6a"},"samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. 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Added `CollectionExtension.Destroy()` which can be used to perform cleanup when a collection extension is removed."},"type":"asset","_from":"file:/tmp/com.unity.localization@1.4.0-exp.1-f9pss1zm.tgz","unity":"2019.4","upmCi":{"footprint":"b0c6f53818e12cfea7ed65f6038f38ba55126e29"},"samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. 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This can be used as an alternative to the **Track Changes** option to manually add the property as a **Localized Property Variant**. The menu item **Remove Localized Property** removes properties. The menu item **Remove Localized Property Variant** removes a specific selected Locale's override. (LOC-358)\n- Added `RemoveTrackedProperty` to `TrackedObject`.\n- Added support to handle a locale that has multiple fallbacks defined. ([LOC-607](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-607))\n\n### Changed\n\n- Localized string and asset variants that are empty (no table or entry set) will no longer produce errors and will be ignored.\n- Replaced the `Locale Code` field in the Pseudo localization editor with a `Source Locale` field that only lets you select a locale in the project. (LOC-611)\n- Updated to Addressables `1.19.19`.\n\n### Deprecated\n\n- Replaced `Locale.GetFallback` with `Locale.GetFallbacks` in order to support multiple fallbacks per locale. ([LOC-607](https://issuetracker.unity3d.com/product/unity/issues/guid/LOC-607))\n\n### Fixed\n\n- Fixed `LocalesProvider.AddLocale` ignoring the locale being added when a potential fallback was already in the provider.\n- Fixed `LocalizedDatabase.GetTableAsync` creating a new operation each time when requesting a table that had not yet loaded. This would consume more memory than was necessary.\n- Fixed `LocalizedString` and `LocalizedAsset` not showing prefab overrides in the Inspector. (LOC-592)\n- Fixed `NullReferenceException` being thrown when applying property variants and the project locale was null. ([LOC-601](https://issuetracker.unity3d.com/issues/errors-are-thrown-in-play-mode-when-project-locale-identifier-is-not-set-in-localization-settings))\n- Fixed bug where calling `RefreshString`, when the loading operation had not completed, would cause `RefreshString` to execute twice.\n- Fixed build failures on Android Platform when System Language is used as Locale Source for Chinese (Simplified) & Chinese (Traditional). (LOC-681)\n- Fixed console errors and warnings when making changes in the Inspector and the project was not configured for localization.\n- Fixed duplicating of Addressable assets when importing a project with no library folder. (LOC-400)\n- Fixed errors when trying to create a table in the Packages directory. ([LOC-614](https://issuetracker.unity3d.com/issues/localization-assets-cannot-be-created-inside-embedded-packages))\n- Fixed fallback not working when the fallback had a missing table.\n- Fixed operations being released immediately in edit mode, this could cause data to be lost too soon. ([LOC-667](https://issuetracker.unity3d.com/issues/getlocalizedstring-returns-null-when-the-editor-is-not-in-play-mode))\n- Fixed operations sometimes being released too soon, which could cause them to be released before the yield on the operation had executed.\n- Fixed Psuedo locale editor using the incorrect field for the locale name.\n- Fixed Unity freezing when calling `WaitForCompletion` on a string operation that threw an exception during formatting. (LOC-630)\n- Improved automatic releasing of operations so that we no longer use `CompletedTypeless`, which generates GC.\n- Improved memory management to reduce the amount of garbage being generated by internal operations and adding/removing events. (LOC-571)\n- Reduced allocations when applying Localized Property variants and the string/asset operation was still loading. 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Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.19.19","com.unity.nuget.newtonsoft-json":"2.0.0"},"dist":{"shasum":"cbbd66d96a00c5d6db8e5a2f8c7af131240cda3b","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.3.1.tgz"}},"1.2.1":{"_id":"com.unity.localization@1.2.1","type":"asset","_from":"file:/tmp/com.unity.localization@1.2.1-2rphnfmi.tgz","unity":"2019.4","upmCi":{"footprint":"acbdf92e774544fd646e8517816bc057133cc9ed"},"samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. 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Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n- Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n- Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n- Import and export localization data to XLIFF, CSV and Google Sheets.\\n\\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PersistentVariables","description":"These samples show how Persistent Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Persistent Variables"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"92e7d5fd4506225f3376dce0c8e5c7ba014d2114"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","name":"com.unity.localization","version":"1.0.0","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.19.4","com.unity.nuget.newtonsoft-json":"2.0.0"},"dist":{"shasum":"8becfdba257c933b72b8145ad7cf80bb41bfc4c0","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.0.0.tgz"}},"1.0.0-pre.10":{"_id":"com.unity.localization@1.0.0-pre.10","type":"asset","_from":"file:com.unity.localization-1.0.0-pre.10.tgz","unity":"2019.4","upmCi":{"footprint":"56831453e679944184c8570e60cd763eeedd3998"},"readme":"# Localization\n\nUse the Localization package to configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n- String localization: Set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n- Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n- Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n- Import and export localization data to XLIFF, CSV and Google Sheets.\\n\\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CSV","description":"These samples show how String Table Collections can be exported and imported from CSV files.","displayName":"CSV"},{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GlobalVariables","description":"These samples show how Global Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Global Variables"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. 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Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals.\n• Asset localization: Use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization: Test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and export localization data to XLIFF, CSV and Google Sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.18.11","com.unity.nuget.newtonsoft-json":"2.0.0"},"dist":{"shasum":"a20228b680145f9a75013fc65b79020930719388","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.0.0-pre.10.tgz"}},"1.0.0-pre.9":{"_id":"com.unity.localization@1.0.0-pre.9","type":"asset","_from":"file:com.unity.localization-1.0.0-pre.9.tgz","unity":"2019.4","upmCi":{"footprint":"e40e4a5c6017244907e67566c7452f99a6332b5d"},"readme":"# Localization\n\nPreview player localization system. Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CSV","description":"These samples show how String Table Collections can be exported and imported from CSV files.","displayName":"CSV"},{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GlobalVariables","description":"These samples show how Global Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Global Variables"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. 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This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"dbc66052e1a8c510064075cc0a99ba44b20a5401"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","name":"com.unity.localization","version":"1.0.0-pre.9","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization set different strings to display based on locale. Use the Smart Strings feature to add logic to automatically replace specific strings, such as placeholders and plurals\n• Asset localization - use a different asset (such as a texture, model, or audio file) based on a locale.\n• Pseudo-localization - test how your project will adapt to different localizations at an early stage, before adding your translations.\n• Import and Export localization data to XLIFF, CSV and Google sheets.\n\nAdd localization to your projects using the Localization package to help make your applications more accessible to a wider audience.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.18.2"},"dist":{"shasum":"2a89b51fbf92900578dca7a98b7afb765c6304df","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-1.0.0-pre.9.tgz"}},"1.0.0-pre.8":{"_id":"com.unity.localization@1.0.0-pre.8","type":"asset","_from":"file:com.unity.localization-1.0.0-pre.8.tgz","unity":"2019.4","upmCi":{"footprint":"9f95f1b64746cb89cb98275055c28e2041b2de8f"},"readme":"# Localization\n\nPreview player localization system. Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CSV","description":"These samples show how String Table Collections can be exported and imported from CSV files.","displayName":"CSV"},{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GlobalVariables","description":"These samples show how Global Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Global Variables"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"_npmUser":{"email":"mike.adkins@unity3d.com"},"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"711ebcca931149fce3f51546975449ddda7fbf45"},"_npmVersion":"6.14.11","_nodeVersion":"14.16.0","readmeFilename":"README.md","name":"com.unity.localization","version":"1.0.0-pre.8","displayName":"Localization","description":"Use the Localization package to easily configure localization settings for your application.\n\nAdd support for multiple languages and regional variants, including:\n\n• String localization set different strings to display based on locale. 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Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CSV","description":"These samples show how String Table Collections can be exported and imported from CSV files.","displayName":"CSV"},{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GlobalVariables","description":"These samples show how Global Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Global Variables"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"a9b77a257318576b36cfb9f2ca974ed690bdd9c0"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","name":"com.unity.localization","version":"0.11.1-preview","displayName":"Localization","description":"Player localization system. 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Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CSV","description":"These samples show how String Table Collections can be exported and imported from CSV files.","displayName":"CSV"},{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GlobalVariables","description":"These samples show how Global Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Global Variables"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"7a8e3c9866e64afaf918531a1879b3d0e03539a9"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","name":"com.unity.localization","version":"0.11.0-preview","displayName":"Localization","description":"Player localization system. Provides tools for localizing your built application.","keywords":["localization","locale","language"],"dependencies":{"com.unity.addressables":"1.17.15"},"dist":{"shasum":"666a25fcc20017bf048b8e76de10afa868a30ad5","tarball":"https://download.packages.unity.com/com.unity.localization/-/com.unity.localization-0.11.0-preview.tgz"}},"0.10.0-preview":{"_id":"com.unity.localization@0.10.0-preview","type":"asset","_from":"file:com.unity.localization-0.10.0-preview.tgz","unity":"2019.3","upmCi":{"footprint":"3c61da6d9b1e18aa5640835d31e0ecd09ade1176"},"readme":"# Localization\n\nPreview player localization system. Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CSV","description":"These samples show how String Table Collections can be exported and imported from CSV files.","displayName":"CSV"},{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GlobalVariables","description":"These samples show how Global Variables can be used in Smart Strings and how custom variables can be created.","displayName":"Smart Strings - Global Variables"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"},{"path":"Samples~/PreloadingScreen","description":"Preloading is a way to ensure that chosen Localization data is immediately available and does not require additional loading. This sample shows how to implement a loading screen to wait for preloading to complete.","displayName":"Preloading Screen"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"14d19bba320b6cfd22746af49fbafe0740bc10ca"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","name":"com.unity.localization","version":"0.10.0-preview","displayName":"Localization","description":"Preview of player localization system. 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Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CSV","description":"These samples show how String Table Collections can be exported and imported from CSV files.","displayName":"CSV"},{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"c71b782d7d729795d83fdb97cdb34d2b9565df7a"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","name":"com.unity.localization","version":"0.9.0-preview","displayName":"Localization","description":"Preview of player localization system. 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Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"791a470597534ca7222c6ba4927509d54dc3d24a"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","name":"com.unity.localization","version":"0.8.1-preview","displayName":"Localization","description":"Preview of player localization system. 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Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. The sample also includes an example of overriding the LocalesProvider in order to provide a custom list of available Locales.","displayName":"Language Selection Menu (IMGUI)"},{"path":"Samples~/LocaleMenuUGUI","description":"This sample shows how to implement a simple language selection menu using a UGUI Dropdown.","displayName":"Language Selection Menu (UGUI)"}],"_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.localization.git","type":"git","revision":"a9d531c1ac826600b3ff11eb903c11274daa87a9"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","name":"com.unity.localization","version":"0.8.0-preview","displayName":"Localization","description":"Preview of player localization system. 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Provides tools for localizing your built application.\n\nFurther documentation is [here](Documentation~/index.md)\n","samples":[{"path":"Samples~/CreatingLocales","description":"This sample shows how to Locales including custom ones through script.","displayName":"Creating Locales"},{"path":"Samples~/GoogleSheets","description":"These samples show how String Table Collections can be pushed and pulled from one or more Google Sheets with custom data.","displayName":"Google Sheets"},{"path":"Samples~/LoadingStrings","description":"This sample shows multiple ways to fetch localized strings from the Localization system.","displayName":"Loading Strings"},{"path":"Samples~/LocaleMenuIMGUI","description":"This sample shows how to implement a simple language selection menu using IMGUI. 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