Localization Language
Stores language data and content
Overview
A ScriptableObject that represents a specific locale (e.g., English, Japanese). It stores the actual translated content for every table in the project.
These assets are managed automatically by Localization Settings, but you can find them in on the same path as the settings asset (usually under Resources/Languages).
Public Properties
| Property | Type | Description |
|---|---|---|
ID | string | Unique identifier (e.g., "EN-US", "JP"). |
languageName | string | Display name (e.g., "English"). |
localizedName | string | Native name (e.g., "日本語"). |
icon | Texture2D | Optional flag or icon texture. |
tables | List<Table> | The list of localized content for each table. |
Table Content
Within the LocalizationLanguage, data is organized by Tables. Each entry (TableContent) contains:
- Key: The unique identifier.
- String Value: The translated text.
- Audio Value: An optional AudioClip.
- Sprite Value: An optional Sprite.
You can use the Localization Table Window to edit table contents easily.