LOCALIZATION QA / UNITY EDITOR

Find the gaps in
your localization.

Localization Auditor checks your tables, string references and saved TMP fonts. Review the findings, trace the source, and make corrections in your own workflow.

Local, deterministic scans. English Editor UI. Tested on Unity 6.0.

LOCALIZATION AUDITOR01 / AUDIT RESULTS
English Localization Auditor window with a completed scan and one intentional broken string reference finding.
Real Unity Editor captureThe sample intentionally includes a broken reference.
01 Inspect the data02 Review the finding03 Trace its source

WHAT IT CHECKS

Three parts of your
localization workflow.

Surface concrete data issues before your next manual QA pass.

01 / TABLE DATA

Missing translations

Find missing locale tables or shared keys in registered String Table Collections, plus entries containing empty or whitespace-only translations.

STRING_TABLE_COMPLETENESS
EMPTY_TRANSLATION

02 / REFERENCES

String references

Inspect serialized localized-string references in saved scenes and prefabs. Report unresolved table or entry references and incomplete configuration.

LOCALIZED_STRING_REFERENCE

03 / FONT DATA

Static TMP coverage

Check translated characters against explicitly mapped, saved TMP Font Assets and their asset-level fallbacks. Missing mappings remain NotVerified.

TMP_FONT_COVERAGE

A clear boundary

The tool reports findings for manual review. It does not translate, repair assets, generate glyphs or render text. Static font coverage is not a runtime rendering guarantee.

FROM REPORT TO SOURCE

Keep the context.
Follow the finding.

Filter by severity and issue state. Use Locate for supported scene and prefab object findings.

02 / STATIC FONT COVERAGE
English Auditor report showing the intentional reference finding and a TMP_FONT_COVERAGE error for an incomplete synthetic static font.

Inspect a saved font's coverage.

This synthetic font is intentionally missing a character. The report checks stored font data; it does not test dynamic glyph generation or runtime rendering.

03 / LOCATE NAVIGATION
Locate opens the intentional broken-reference prefab in Prefab Stage and selects its object for Inspector review.

Trace a reference to its object.

Locate can open Prefab Stage. Load a reported scene first to locate a scene object. Table-level and locationless font findings need manual inspection.

Real Unity 6000.0.32f1 captures from the isolated rc7 demo, cropped to the relevant panels. The broken reference and missing-H font are intentional test cases. Font coverage checks saved character data, not runtime rendering. Open each image for full-size detail.

DOCUMENTATION

Your first audit,
step by step.

A short path from installation to an informed report.

  1. Install one distribution

    Back up or commit your project. Install the required project packages, then import the supplied .unitypackage, or install the supplied UPM .tgz through Package Manager. Use one distribution per project. Wait for resolution and compilation.

  2. Open and discover

    Save the scenes and prefabs you want to audit. Open Window > Localization Auditor in Edit Mode, then click Refresh. Check the scene and prefab target counts. A table-only project cannot start this window audit.

  3. Map fonts when needed

    Click Create profile and save it outside the product folder. Add exact, case-sensitive locale codes and saved TMP Font Assets under Locale fonts. Click Save profile. Without a mapping, coverage can remain NotVerified.

  4. Run, review and repeat

    Click Run Audit. Read Last run before the severity counts. Review findings and use Locate where supported. After manual corrections, run again; Refresh first if assets changed.

Read the result accurately.

ErrorA detected defect under a check.

WarningA concern that needs review.

NotVerifiedA check could not establish a result.

Completed means the scan finished. Filters change what is visible, not the underlying report. An empty filtered list is not proof of zero findings.

The current rc7 package corrects documentation while retaining the rc6 functional code. Both distribution formats passed import and compilation checks. Use the installation and scope guidance above.

AVAILABILITY

Coming soon.

Localization Auditor is being prepared for release. A store link will be added when the listing is available.

SUPPORT

A useful report starts
with the right details.

Questions, installation problems or an unexpected finding? Contact support by email.

Email opens your mail app. This website does not submit a ticket or collect form data.

Include these details

  • Unity Editor version and operating system.
  • Auditor version and Assets or UPM installation route.
  • Localization, uGUI/TMP and Test Framework versions.
  • Steps to reproduce, expected behavior and actual result.
  • The relevant rule ID, Last run status and a redacted screenshot or first Console error.
Keep your project private.

Do not send private project source, credentials, customer data or licensed third-party assets. Start with a minimal description and redacted evidence.

COMMON QUESTIONS

Know what
the scan means.

Does it translate or fix my project?

No. Audits report findings for manual review and do not save scenes, prefabs, tables or fonts. Creating and saving a font profile are separate, explicit actions.

Does font coverage prove my UI will render correctly?

No. It inspects characters in stored translation strings against configured saved TMP Font Assets and their asset fallbacks. It does not simulate dynamic atlases, runtime substitutions or final rendering, and does not certify shaping, bidirectional layout, clipping or readability. Test representative localized UI in your actual runtime setup.

Why is Run Audit disabled or a locale NotVerified?

Refresh needs saved scene or prefab targets under Assets; a table-only project cannot start this entry point. Invalid font-profile rows can also block a run. Missing or uninspectable locale fonts produce NotVerified, which is neither a pass nor proof of missing glyphs. Check exact locale codes and saved TMP assets.

What if installation reports a missing NUnit error?

Read the first Console error. The recorded Localization 1.5.12 / Addressables 2.2.2 host could fail in upstream Addressables example-test code without Test Framework, even without the Auditor. Retain Test Framework 1.4.5 in the verified configuration. Test-Framework-free operation and alternative dependency fixes are unverified.

Which Unity versions have been tested?

The rc6 functional code was tested on Windows with Unity 6000.0.32f1: 181 EditMode passes, zero failures and one graphics-only skip. The documentation-corrected rc7 package passed import and compilation checks in both distribution formats, plus Publishing Tools validation with 37 passes, zero warnings and zero failures. The 181-test result belongs to rc6, not a new rc7 regression run. These local checks do not establish marketplace approval, Unity 6.5 compatibility or runtime rendering correctness.

How do I update or remove the tool?

Back up first and keep project-owned profiles, fonts and translations outside product and sample folders. Update through the same distribution route and rerun after compilation. Remove the Auditor package through Package Manager for UPM, or remove its Assets/UnityLocalizationAuditor folder for an Assets installation after preserving custom content. Keep dependencies still used by your project. Auditor profile assets can show a missing script after removal; retain them for reinstall or review them separately.

Why does the demo contain an Error?

The optional original demo deliberately includes an unresolved prefab string reference so you can practice reviewing and locating a finding. Without a font mapping, coverage remains NotVerified. The demo does not bundle a font or a runtime text renderer.

PRIVACY

Your project stays with you.

Localization Auditor runs deterministic scans locally in the Unity Editor. It does not upload your project to a cloud service.

This website has no custom data-collection forms, analytics scripts or product account system. Site hosting and email providers may process requests or messages under their own policies. If you email support, the information you choose to send is used to address your request.