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Latest version
1.0.0
Last updated
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Unity version
6000.5.8 or later
Package size
63 KB
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36
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LocFlow

by Nightshift Tools (opens in new tab)

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Spreadsheet editing, safe CSV round-trips with diff preview, audits and pseudo-localization for Unity's official Localization package. Editor-only.

Price $29.99

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Price history for LocFlow, 6 months Current $29.99; lowest $29.99; highest $29.99 in this period. $0 $25 $50 5 Oct 12 Oct 19 Oct 26 Oct 2 Nov

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LocFlow screenshot 1

LocFlow screenshot 1

About this asset

LocFlow turns Unity's official Localization package into a fast, safe workflow.

You chose com.unity.localization because it is the supported, future-proof path -

then hit its editor UX: cramped table windows, no untranslated-keys overview, and

spreadsheet round-trips that feel dangerous. LocFlow fixes exactly that layer.

It is 100% editor tooling built on documented Localization APIs: no runtime code,

no external services, nothing added to your builds.

SPREADSHEET TABLE EDITOR

Edit any String Table Collection like a spreadsheet: key column plus one column per

locale, instant search, a "missing only" filter, inline editing and key renames with

full Undo, and multi-row copy/paste that speaks Excel's TSV dialect. Smart String

placeholders like {playerName} are highlighted, and LocFlow warns when locales

disagree about placeholders - the classic source of runtime format errors.

CSV ROUND-TRIPS THAT NEVER EAT YOUR DATA

Export to clean RFC 4180 CSV (Excel-friendly BOM and delimiter options included).

On import, a mapping wizard reads any column layout, then shows a complete diff -

every added key, every changed value with old and new text, every removal candidate -

and nothing is written until you approve it. Removals are opt-in per key, always.

One click, one Undo step, assets saved.

LOCALIZATION AUDIT

One button answers "how localized are we, really?": coverage percentage per locale,

missing translation list, duplicate values, placeholder mismatches, plus a project

scan that finds Text / TextMeshPro / TextMesh components with no localization

component in your scenes and prefabs, and keys with zero references anywhere.

Export the whole report as Markdown for your team.

PSEUDO-LOCALIZATION

Generate a qps-ploc pseudo-locale with accented, ~30% expanded text (placeholders

and rich text tags preserved). Because LocFlow materializes it as real table data,

it works in the editor, in play mode and even in QA builds - so truncated labels and

missing glyphs surface months before your translations arrive.

BUILT TO BE SUPPORTED

Documentation included, release-validated EditMode tests, defensive editor code throughout,

and a public extension API (sync providers, translation providers) that the upcoming

Google Sheets sync and AI batch translation will plug into. Buy a workflow, not a

maintenance risk.

From the publisher's Asset Store listing.

Technical details

- Unity 2022.3 LTS or newer

- com.unity.localization 1.4 or newer (installed automatically as a dependency)

- Editor-only: adds zero runtime code and nothing to builds

- No internet access, no accounts, no external libraries

- Works with UGUI Text, TextMeshPro and TextMesh detection without requiring TMP

- Tested with Force Text asset serialization (Unity default)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.5.8f1 Compatible Not listed Not listed

As listed on the Asset Store.