A plug & use generic text & localization system for Unity. Centralized text assets, instant language switching, and CSV workflows built in.We built this because we were tired of hunting down hardcoded strings every time we needed to fix a typo or add a new language to our own games. Text & Localization System is what we now use to keep all our project's text in one clean, central place: UI, menus, dialogue, tutorials, HUD labels. Localization stops being a headache and just becomes part of the workflow.Everything lives in simple ScriptableObject text assets with stable IDs, so translations survive refactors instead of breaking every time we touch a scene.We designed it so we'd barely need to touch code, as a tool for game designers & producers to work with and sending over to localization teams uploading to a cloud storage as a light CSV. A setup window gets you running in seconds and the dictionary inspector lets you search, edit, and bulk-create translation entries right from the editor.This isn't a system we built in a vacuum. It's the same one (but improved for a better team experience) running in one of our own shipped Unity productions, Kaodi, handling a lot of dialogue and UI text across multiple languages.FeaturesScriptableObject-based localization data model.Stable unique IDs for each reusable Text asset.Central LocalizationManager with active language state and PlayerPrefs persistence.English fallback language for missing translations.Runtime language change event flow for subscribed text assets.TextMeshProUGUI rendering through TMPBridge.Optional TMP sprite asset registry support.Language switch button component for runtime UI.Editor setup window under Outlander Games menus.Automatic creation and repair of core localization assets.Language dictionary inspector with supported language presets.Text localization dictionary inspector with search, filtering, inline translation editing, single and bulk entry creation.CSV import/export for translation handoff.Validation for duplicate IDs, missing translations, and unsupported language entries.Sample LanguageSwitcher prefab.Sample localization scene so you can learn how to attach it to your menus.Included edit-mode tests for command parsing and dictionary behavior.Supported LanguagesEnglish (en) is always included as the base fallback language. Additional built-in presets:Spanish, French, German, Italian, Portuguese (Brazil), Japanese, Korean, Chinese Simplified, Chinese Traditional, Russian, Turkish, Dutch, Polish.Supported OSUnity Editor: Windows, macOS, and Linux.Runtime: any Unity target supporting UGUI, TextMeshPro, ScriptableObjects, Resources, and PlayerPrefs.No native plugins or OS-specific runtime code included.Unity VersionBuilt in Unity 6000.5.1f1DependenciesTextMeshPro (We highly recommend to import TMPro before importing the asset. There shouldn't be any problems, but just to be sure everything works fine).Unity UI / UGUI.Unity Input System support for the generated sample EventSystem (when available).This package was built by our design team while our programmers were focused on our games' production.We defined the architecture, the required workflows, and the editor tools we needed to configure and use ourselves day to day, and used AI tools to generate the implementation code based on that design.Given that the architecture comes from a design-driven perspective rather than a programmer's, some implementation choices may not follow every engineering best practice, though the package has been tested and used in 2 of our own productions (one of them is already published).Final review, testing and integration decisions were made by our team before release.

