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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:

  1. Configuration: Create the Settings asset to define your supported languages.
  2. Content: Create Tables to store your keys and translations.
  3. 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.


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