Translate Unity String Tables using local AI. No cloud APIs, no per-word costs, no data leaving your machine. Supports Smart Strings, glossary, and translation memory.# LinguaForge - Local AI Translation for Unity**Translate your game locally. No cloud. No API costs. No data leaving your machine.**LinguaForge is the first Unity localization tool powered entirely by local AI inference. Translate your String Table Collections using AI models running on your own hardware—no subscriptions, no per-character fees, and complete privacy for your unreleased content.---## ⚠️ REQUIREMENTS- **Unity Localization** package (com.unity.localization) — sold separately- **Ollama** installed locally (free from ollama.ai)- **AI Model**: qwen2.5:7b-instruct recommended (~4.5GB)---## 🔑 KEY FEATURES### 100% Local ProcessingYour game text never leaves your machine. Perfect for unreleased titles, confidential projects, or studios with strict data policies. No cloud APIs, no data transmission, complete privacy.### No Per-Word CostsUnlike cloud translation services that charge per character, LinguaForge uses your local hardware. Translate unlimited text after your one-time purchase—no surprise bills, no usage caps.### Works Completely OfflineOnce Ollama and your model are set up, no internet connection is required. Translate on planes, in cafes, or anywhere you develop.### Smart String PreservationAutomatically preserves Unity Smart String syntax including:- Named variables: `{playerName}`- Indexed placeholders: `{0}`, `{1}`- Plural formatting: `{count:plural:# item|# items}`- Choice formatting: `{gender:choose(m|f):He|She}`- Nested placeholders### Glossary SystemDefine terms that should never be translated:- Brand names and trademarks- Character names- Game-specific terminology- Technical termsCategories help organize large glossaries.### Translation MemoryStores previous translations for instant reuse:- Exact match lookup for repeated text- Ensures consistency across your project- LRU eviction keeps memory manageable- Reduces AI calls and saves time### Batch TranslationTranslate entire collections with:- Multi-language support in one operation- Real-time progress tracking- Estimated time remaining- Cancel anytime with partial results saved- "Missing only" mode skips existing translations### Quality ValidationAutomatic checks ensure translation quality:- Placeholder preservation verification- Character limit warnings- Length ratio anomaly detection- HTML/Rich text tag preservation---## 🖥️ INTERFACE**Five dedicated panels:**1. **Translation** — Single entry translation with collection browser2. **Batch** — Bulk translate multiple collections and languages3. **Glossary** — Manage Do-Not-Translate terms and translations4. **Memory** — View, search, and prune translation memory5. **Settings** — Configure Ollama connection, model, and quality optionsModern UI Toolkit interface with OTG Studio's signature dark theme and green accents.---## ⚙️ REQUIREMENTS**Software:**- Unity 2021.3 LTS or newer (Unity 6 supported)- Unity Localization package 1.4+- Ollama (free from ollama.ai)**Hardware:**- 8GB+ RAM recommended- 4GB+ GPU VRAM for best performance- 5GB storage for AI models**Recommended Model:**- qwen2.5:7b-instruct (~4.5GB, best quality/speed balance)- qwen2.5:3b-instruct (~2GB, faster, good quality)---## 📊 PERFORMANCE- Single entry: 2-5 seconds typical- Batch of 100 entries: ~5 minutes- Translation Memory hits: Instant- 214 unit tests passing- Automatic placeholder repair---## 📚 DOCUMENTATIONIncludes comprehensive documentation:- Quick Start Guide (5 minutes to first translation)- User Guide (complete feature documentation)- Developer Guide (API reference, extension points)- Troubleshooting Guide---## 🛠️ SUPPORT- **Documentation:** Included in package- **Discord:** discord.gg/nJqDGWmw- **Email:** contact@otgstudio.com---## 🏢 FROM OTG STUDIOWe build AI-powered game dev tools that run locally—no cloud, no API fees, no data leaving your machine.**GAME DEV | AI | TOOLING**Also check out **BehaviorForge** — AI-powered behavior tree generation for NodeCanvas.




