Quick Start
Learn the basics and get Evo Localization up and running
Compatibility
First of all, make sure that the requirements are met.
Fully compatible with Unity 6. Tested on:
✅ Unity 6.3
✅ Unity 6.2
✅ Unity 6.1
✅ Unity 6.0
Partially supported:
🟨 Unity 2022.3 (requires removing Samples)
Not supported:
🟥 Unity 2022.2 and earlier
✅ Desktop (Windows, macOS, Linux)
✅ Mobile (iOS, Android)
✅ Consoles (PlayStation, Switch, Xbox)
✅ WebGL
✅ Built-in
✅ URP
✅ HDRP
Getting Started
The localization workflow follows a simple, three-step pipeline:
- Configuration: Create the Settings asset to define your supported languages.
- Content: Create Tables to store your keys and translations.
- Integration: Add the Localized Object component to your UI elements to display the data.
You can follow the written guide or refer to the video tutorial below.
1. Create Localization Settings
Evo Localization requires a Settings asset to function. This asset acts as the central brain for the system.
Right-click in the Project window
Select Create -> Evo -> Localization -> Localization Settings
Name the asset with one of the following:
- Localization Settings
- LocalizationSettings
- Settings
Important: Move this asset into a Resources folder so the system can load it at runtime
Asset Location
The system automatically searches for the settings asset in the Resources folder. It looks for these specific paths/names in order:
../Resources/Localization Settings.asset../Resources/LocalizationSettings.asset../Resources/Localization/Localization Settings.asset../Resources/Localization/LocalizationSettings.asset../Resources/Localization/Settings.asset
2. Add Languages
Languages define which translations are available in your project.
Select your Localization Settings asset
Click New Language at the bottom of the Languages section
Fill in the required fields:
- Language ID: Short code (e.g., "en-US", "fr", "jp")
- Language Name: Full name (e.g., "English", "French", "Japanese")
- Localized Name: Native name (e.g., "English", "Français", "日本語")
Optionally add an Icon to represent the language
Click Create Asset to generate the language file
Repeat for any additional languages
3. Create Tables
Tables organize your localization keys into logical groups (UI, Dialogue, Items, etc.).
In the Settings asset, scroll to the Tables section
Click New Table
Enter a Table ID (e.g., "UI", "Dialogue", "Items")
Click Create Asset
Click the Edit button to open the Table Window
4. Add Keys and Translations
The Table Window is where you manage your localization keys and content.
Click Add New Table Entry in the bottom bar
Edit the Key name (e.g., welcome_message, play_button)
Fill in the translation for each language column
Optionally enable Audio or Sprite toggles for multimedia content
Changes are saved automatically
5. Use Localized Object Component
Connect your game objects to the localization system.
Select a GameObject with a TextMeshPro, Image, or AudioSource component
Add the Localized Object component
- Add Component -> Evo -> Localization -> Localized Object
- Or just search for "Localized Object"
Select a Table from the dropdown
Enter or search for a Table Key
The content updates automatically based on the current language
Video Tutorial
Prefer video? Here is a step-by-step tutorial:
CSV Import / Export
Tables can be imported and exported as CSV files. For more information, see this section:
Localization Settings -> Import & Export
The central configuration asset for the localization system.
Google Sheets
Evo Localization offers a simple Google Sheets integration. For more information, see this section:
Google Sheets
Sync your localization data with the cloud.
Learn More
Dive deeper into the components of the system.
Localization Settings
Central configuration asset for the localization system.
Localization Manager
Runtime controller for handling languages and events.
Localized Object
Component for binding data to UI elements.
Evo UI
Work seamlessly with Evo assets.